Monday, September 13, 2010
Assets and Licensing in ‘Strength In Arms’
• Decals for Village, Fair, Forest levels in Forest World
• Decals for world two and three
• Backdrops for world one, two and three
• Platforms for world one, two and three
• Menu art
• Environment Animation
• Presentation Documents
• Weekly Tasks
Brendan – Level Designer and Lead Designer
• Weapon Design
• Level Design
• Enemy Animation
• Interactive objects
Jason – Lead Character Designer
• Main Character Design
• Enemy Design
• Character Animation
• Enemy Character
• Sound effects
• Menu Art
• Decals for burning forest, dark forest and MechaCrocs’ Lair in he Forest World
Scott – Lead Sound Designer
• Music
• Sound effects
• HUD and Menu Design
• Web Design
Andrew – Programmer
• Implementing new assets
• Programming
• Weekly tasks
Propriety Assets
Software used for the Production of XNA
Free Software
• None
Licensed Software
• Adobe Photoshop
• Mixcraft
• XNA
• Fonts
Assets JasonPrentice
Tapestry Sheet
Characters:
-Protagonist Sprite Sheet
-Enemy Vulture Sprite Sheet
-Enemy Lumberjack Sprite Sheet
-Enemy MechaBee Sprite Sheet
-Enemy MechaBeeHive Sprite Sheet
-EnemyBoss MechaCroc Sprite Sheet
-EnemyBoss ElToroDeLaMerte Sprite Sheet
Folley:
-MechaCroc Weapons Sprite Sheet
Enviromental:
Dark Forest Trees x4
Dark Forest Tombstones x3
Dark Forest Apples x3
Dark Forest Owl
Dark Forest Jack'O'Lantern
Burning Forest Ember Pack
Burning Trees Packs x3
Sound:
Ghost Bunny Soundeffects
LumberJack Soundeffects "BEHOLD MY MANLINESS"
Video:
Trailer 1
Trailer 2:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tools:
XNA Engine
Adobe CS3 suit
Team Work
Lead Environmental Artist & Menu Artist
Over World
• Backdrops (ALL)
• Platforms (ALL)
• Decals
o Armor Piece x2
o Armory
o Chandelier
o Door
o Portrait x5
o Torch
o Workbench
• Shimmy
o Chain
Forest World
• Backdrops (All)
• Platforms (All)
• Decals
o Grass x3
o Gravestone x4
o Mushrooms x5
o Apple
o Game Stand x2
o Plushy Stand
o Harp
o Sign
o Wheelbarrow
o Green Tree x6
o Tree Stump x5
o Burnt Tree Stump x3
o Autumn Tree x4
o Autumn Leaf x5
o Leaf pile x3
o Tent x2
• Shimmy and Interactive
o Banner x2
o Vine
o Balloon Bunch x3
o Pennant Flag
• Animations
o Smoke x5
o Fire x5
o Ladybug Flight
o Stone Flag
o Burning Tree x4
o Burning Barn
o Burning Hut x3
o Burning Theatre
o Flag x2
o Tent Flag x2
Rock World
• Backdrops (ALL)
• Platforms (ALL)
• Decals
o Bush x4
o Flower x4
o Moss x4
o Rock x6
o Roots x4
o Shrub x6
o Tree x3
• Shimmy
o Crack/ledge
Ice World
• Backdrops (ALL)
• Platforms (ALL)
• Decals
o Crystal x3
o Snow Pile x5
o Snowman
• Shimmy
o Candy Cane
Menu Art
• Scroll
• Plaque
• Scroll Seal
Propriety Assets
Software used for the Production of XNA
Free Software
• Microsoft XNA
Licensed Software
• Adobe Photoshop
• Mixcraft
XNA License Agreement
We, Hex, hold the right to distribute our game, Strength In Arms because;
• According to the license agreement, Microsoft allows the producer to use XNA and distribute it for commercial use so long as it does not run on X-Box Live or any other Microsoft Live applications.
• Hex is looking at distributing our game free, which would give us the right to distribute the game through any application including X-Box Live and other Microsoft Live applications.
• Ownership does not transfer over to Microsoft if the game is submitted, but it does give them the right to host, reproduce, distribute and license the game around the world. You also grant Microsoft the right to publish your name in connection to the game.
Exercise 5B: Scott Battye
Brendan Coleiro s3200713
(This is an updated version of my letter to krome) BRENDAN COLEIRO S3200713
Brendan Coleiro
Adress
Mob 0422 002 220
E-mail some_cool_guy@hotmail.com
17th August 2010
Mr Smith
Lead Designer
Krome Studios
Address
Lead Level Designer
Dear Mr. Smith,
I am writing to apply for the position above.
I will be graduating my Bachelor of Arts (Games Graphics Design) from RMIT City Campus. I also have some of my own game demos which showcase my skills.
My level design experience includes a full year in producing my final year game for the Games Graphics Design course and my own personal side project. This includes Level Designer, Interactive Environmental Designer, Sprite Animation and Decal work for Strength In Arms and on my side project Puzzle Buster for iPhone.
During my course with RMIT I have developed and extended my skills in Photoshop, Maya, Flash and Illustrator. I have a deep understanding in the importance of ‘Play’, Team Work and make it my first priority to make any game fun.
I understand that you have a studio situated in St.Kilda and would particularly like to work with you team on ‘Ty The Tasmanian Tiger’ which has been a great success, and of course any other games you are working on.
Please refer to my resume (attached) for full details on my training and experience. I look forward to hearing from you. I can be contacted at your convenience.
Yours sincerely
Brendan Coleiro
Brendan Coleiro s3200713
(This is an updated version of my letter to blizzard) BRENDAN COLEIRO S3200713
Brendan Coleiro
Address
Mob 0422 002 220
E-mail some_cool_guy@hotmail.com
17th August 2010
Mr Smith
Lead Designer
Blizzard
Address
Dear Mr Smith,
I wish to apply for work, a job or voluntary work.
I will be graduating my Bachelor of Arts (Games Graphics Design) from RMIT City Campus. I also have some of my own game demos which showcase my skills, such as Level Design, 3D modeling and Sprite Animation.
My level design experience includes a full year in production with a team of 5 highly skilled people for the Games Graphics Design course and my own personal side project. This includes Level Designer, Interactive Environmental Designer, Sprite Animation and Decal work for Strength In Arms and on my side project Puzzle Buster for iPhone.
During my course with RMIT I have developed and extended my skills in Photoshop, Maya, Flash and Illustrator. I have a deep understanding in the importance of ‘Play’, Team Work and make it my first priority to make any game fun.
I understand that your studio is situated in Irvine, California and am willing to relocate and would particularly like to work with your team on ‘Starcraft Trilogy’ which has been a great success already, and of course any of the other games the team are working on.
Please refer to my resume (attached) for full details on my training and experience. I look forward to hearing from you. I can be contacted at anytime on the contact details listed above.
Yours sincerely
Brendan Coleiro
Week 7 Brendan Coleiro s3200713
Week 7 – Copy right
TEAM EXCERCISE
1. That you made yourselves (you hold the copyright, singly or collectively)
· Levels
· Sounds Effects
· Music
· Characters
· Sprites
· Decals
· Code
2. Licensed from third parties (the copyright isn’t yours!) under non-FLOSS licenses
· Fonts
· Farseer Physics Engine
· XNA Engine
3. Licensed from third parties (the copyright isn-t yours!) under FLOSS licenses
PERSONAL EXERCISE
Everything our team has decided to use has been free. And if we were unsure on any copyright infringements we simply made it ourselves such as the Sounds and Music. XNA and Farseer are completely free to use. In the licence that come with Farseer it clearly states that we don’t even have to state that we are using their code.
The Font that we are using is called ‘Agent Orange’ and is free for personal use. But if we were to release the game out into the public we would need to contact the author to get permissions or so we can use it. The author may turn around and say no we cant use his font and then we would have to make our own or pick a different font that we can ship with the game safely.
BONUS QUESTION
When I say “third parties”, it’s kind of clear that the first party in question is yourselves, or the game project team as a whole. However… who’s the second party?
First Party – Copyright owner
Second Party – Person who uses it
Third Party – The Add on
Sunday, September 12, 2010
Week 7 Exercise - Scott Battye
Personally I've made all the HUD and menu graphics myself (although using the aforementioned font), and the music and some of the sound effects are custom made by me as well.
Friday, September 10, 2010
Georgina Benedetti s3166191 CV Updated
107 Petticoat Lane +61 (03) 57251754 (Landline)
East Wangaratta +61 04 27 515 436(Mobile)
VIC 3678 georgeofjungle007@hotmail.com
Study
Mar08-present Bachelor of Arts (Games Graphics Design) at RMIT Melbourne,
Australia
• Developed skills in level design, character design, animation, gameplay design and other essential skills in designing and producing a game.
• Worked with many different programs such as Adobe AfterEffects, Photoshop, Flash, InDesign and Autodesk Maya.
Mar10-present Strength In Arms Melbourne, Australia
Lead Level Artist for a third year group project at RMIT University
• Currently polishing the forest world
• Lead Environmental Artist
• Menu artist
Aug10 Freeplay Exhibition Melbourne, Australia
• Exhibited our game, Strength In Arms at Freeplay 2010
• Produced and produced a poster that introduced our game
• Designed and produced business cards
• Tested our game with different audiences
Mar09-Apr09 Catch the Rons Melbourne, Australia
• A game based on Harry Potter made using Flash
• One person project
Aug09-Oct09 3D Character Melbourne, Australia
• Modeled, textured, boned, skinned and animated a 3D character using Maya 2008. Modeled to a specific polygon count.
Work
Apr03-present Casual Worker at Sam’s Warehouse Wangaratta, Australia
Jan07-Feb08 Part Time at Sam’s Warehouse Wangaratta, Australia
Wednesday, September 8, 2010
Georgina Benedetti s3166191 CV
107 Petticoat Lane +61 (03) 57251754 (Landline)
East Wangaratta +61 04 27 515 436(Mobile)
VIC 3678 georgeofjungle007@hotmail.com
Study
Mar08-present Bachelor of Arts (Games Graphics Design) at RMIT Melbourne,
Australia
• Learnt how to use various computer programs such as, Adobe Photoshop, Adobe InDesign, Adobe Flash, Adobe AfterEffects and Maya.
Mar10-present Strength In Arms Melbourne, Australia
Lead Level Artist for a third year group project at RMIT University
• Currently polishing the forest world
• Lead Environmental Artist
• Menu artist
Aug10 Freeplay Exhibition Melbourne, Australia
• Exhibited our game, Strength In Arms at Freeplay 2010
• Produced and produced a poster that introduced our game
• Designed and produced business cards
• Tested our game with different audiences
Mar09-Apr09 Catch the Rons Melbourne, Australia
• A game based on Harry Potter made using Flash
• One person project
Aug09-Oct09 3D Character Melbourne, Australia
• Modeled, textured, boned, skinned and animated a 3D character using Maya 2008. Modeled to a specific polygon count.
Work
Apr03-present Casual Worker at Sam’s Warehouse Wangaratta, Australia
Jan07-Feb08 Part Time at Sam’s Warehouse Wangaratta, Australia
Brendan Coleiro s3200713
(This is an updated version of my letter to firemint) BRENDAN COLEIRO S3200713
Brendan Coleiro
Adress
Mob 0422 002 220
E-mail some_cool_guy@hotmail.com
17th August 2010
Mr Smith
Lead Designer
Firemint Studios
Address
Dear Mr. Smith,
The description you posted for a level designer runs along side my interests and qualifications perfectly.
With my background in level design and games graphics, I am confident that I would make a very successful and creative level designer. Having exhibited for the independent games festival Freeplay 2010 with my teams PC game Strength In Arms. I understand the importance of play testing with people outside the project, team work and most importantly having fun. My experience as lead designer in my final year project for the RMIT Games Graphics Design course highlights my abilities of working with others through the creative process of production while meeting the challenges presented to me.
During my studies I had a side project called Puzzle Buster which was originally made for Flash but is now made for the iPhone.
I am aware of the great success you have had with the iPhone game Flight Control. Which I must say is a great concept as I love action/puzzle genre.
I would appreciate the opportunity to make a substantial contribution to the business. I will be available at your convienience to meet with you to further discuss the possibilities and show you a reel of my work. Thank you for your time and consideration.
Sincerely,
Brendan Coleiro
Brendan Coleiro s3200713
How we manage our game.
-Assembla
-Wiki
-Messaging system
-Ticketing system
-Dropbox
-Photoshop
-MS Word
-XNA Engine
-PC and Mac computers
-MSN
-Timeline
-Design Document
*Five bullet points on what the group has to finish between now and the end of the project
-Release Build 30hrs
-all assests in the end build 10hrs
-All Assets 50hrs
-Levels 3-9 done 20 hrs
* Five bullet points on what *you* have to finish this week
-Finnish Tutorial signs 2hrs
-Mock up levels ingame 2hrs
-Play testing 30hrs
-Showcase level 3hrs
-Tutorial Level 1hrs
* Five bullet points on what *you* have to finish before mid-semester break
-mock up the levels 3hrs
-shadow levels
-work out levels to be cut
-have a working freeplay build
Brendan Coleiro s3200713
Level Designer Brendan Coleiro
Brendan_s3200713@hotmail.com 123 Pure Way
+61 0421 779 360 Billside, 3237
Kictoria, Auztraria
Study
2008 – Present RMIT Bachelor of Arts (Games Graphics Design)
· Maya
· Photoshop
· Illustrator
· InDesign
· Flash
· UDK
2007 VCE at Copperfield College, Delehay
Projects
March 2010 – Present Strength In Arms (PC Platform)
· Lead Designer
· Level Designer
· Sprite Animation
· Decal
· QA
2009 Puzzle Buster (Flash/iPhone)
· Developer/Producer
2003 Pen The Penguin (2 Issue Comic)
· Co-Creator
· Artist
Work
September 2010 – Present AMF Bowling Crew Member
2007 Federal Election Polling Official
January 2005 – Present McDonalds Crew Trainer
Sunday, September 5, 2010
Excercise Dump 01: Scott Battye
Saturday, September 4, 2010
Cover Letters Georgina Benedetti s3166191
[ Address Here ]
Traveller's Tales
The Producer
Canute Court
Toft Road
Knutsford
Cheshire
WA16 0NL
Dear TT Games Studios,
I am writing to you to apply for the Junior Artist position posted on your website.
I am a third year student at Melbourne RMIT University Australia and was excited to find on your website that you are looking for a junior artist. I have played a few of your Lego games including Lego Indiana Jones on PSP and X BOX and Lego Star Wars on X BOX and I have been tempted to buy Lego Batman for PSP also. Your games are full of humour and the co-op works really well.
I have learnt the basics of Maya modelling and have been able to create a scene and a character. I’ve also taken part in a group project where we made Strength In Arms, a 2D platformer game where the player takes on the role of a knight and takes on a series of wacky, fun filled adventures! If you would like more information on the game, our website is strengthinarms.com.
I am finishing study in the course Games Graphics Design for a Bachelor of Arts and will be ready to work in thirteen weeks. I have attached a CV for your disposal and I look forward to hearing from you.
Yours sincerely,
Georgina Benedetti
Georgina Benedetti
[ Address Here ]
Producer
3/201 Fitzroy St
VIC 3182
AUSTRALIA
Dear Infinite Interactive,
My name is Georgina Benedetti and I am a third year student at RMIT currently undertaking the Games Graphics Design course. I am writing to you in regards to work that may be available. I will be completing my degree in thirteen weeks and will be ready to work from then on.
I am really excited about working for a Infinite Interactive that produces games over a large range of platforms such as Nintendo DS, Nintendo Wii, PC, PS3, Xbox and many others! I have looked at your website and was very happy to see a great range of puzzle and adventure games that are fun to play with bright and energetic artwork.
In my three years of study I have learnt how to use many different computer programs such as, Adobe Photoshop, Adobe Flash, Adobe After Effects, Adobe InDesign and Maya. Using these programs I have learnt many design techniques, 3D modeling, animation and my drawing skills have improved dramatically.
This year, I am a part of the team of five who made Strength In Arms, a 2D mulit-player platformer game that was exhibited at Freeplay 2010. I am the lead environment artist and worked togther with another team member to get all the environment art assests done in time for the game. If you would like to check out our game we have a website: strengthinarms.com and if you would like to get in contact with the team our e-mail address is hex@strengthinarms.com.
I have attached a CV and look forward to hearing from you.
Thank you.
Yours sincerely,
Georgina Benedetti
Georgina Benedetti
[ Address Here ]
The Producer
P.O. Box 172
Red Hill
QLD 4059 Australia
21 February 2010
Dear Halfbrick Studios,
I am a third year student studying at RMIT Melbourne for a Batchelor of arts in the course, Games Graphics Design. I will be finishing up the course in thirteen weeks and from then on, will be available for work. I am interested in taking a Designer position.
In the year 2009 I attended a digital distribution talk at Federation Square Melbourne run by Victoria Film, where different companies gathered together to talk about the development of games, budgeting and mobile gaming. I noticed half brick and their new game, Raskulls on X-Box Live. I loved seeing a range of up to sixteen characters that have different personalities each appealing to a range of audiences. I was also excited to see lots of titles on your website, such as Avatar, Ty the Tasmanian Tiger and Spyro. All of these games look like fun not just to play, but to make!
In my third year of my course I myself worked in a group of five students working on our major project and our game we are proud to call Strength In Arms. Our game is a 2D multi-player platformer game using XNA to swing players into the role of a knight, exploring a world with fun filled adventures! Making this game was an extremely fun and exciting experience. An experience I would love to be a part of again.
I have attached a resume and look forward to hearing from you,
thank you,
Yours sincerely,
Georgina Benedetti
Game Budgeting Georgina Benedetti s3166191
I think scheduling before budgeting is important because you can use that schedule as a guide for your budgeting. This brings in time and how long it will take your team to make, giving producers and your team an idea of how much will need to be spent on employees, software and other equipment.
Interviewing and researching each team member really fleshes out how much work your team can actually get done and how long it takes.
Aiming high and having an ideal schedule brings out a better result in your team and their work.
Putting it on paper works because then there is always somewhere team members, project managers and publishers can go to see where the team is at, what they have to achieve and how much more time and money it is going to take.
Work Breakdown Structures, (WBS), really breakdown tasks into smaller tasks which helps team members see exactly everything that need to be completed to have the task finished. It also helps to figure out exactly how long and how much money is needed to complete the set task.
Budget research does supposed to help a producer find the cheapest solution but helps to require the best solution for performance, time, scope and cost.
It is important to know if your team members are full-time, part-time or free lance and what their benefits and salary will be as this will generally take up the largest portion of your budget.
A spread sheet of numbers helps you to put the project into budgeting perspective and gives an idea of the costs of equipment and hiring employees.
Georgina Benedetti s3166191
Obvious and Cheap Reskins or Cookies-Cutter Games - Twinkie IX
Every time SquareEnix releases a new Final Fantasy they’re running the risk of making a bad sequel. Final Fantasy X-2 was one of the least successful games in the series. One of the main characters in Final Fantasy X changed dramatically in the sequel. Yuna was a sweet and innocent young woman in FFX but then turned into a skanky little show girl in FFX-2. Her personality was there, but her appearance felt put on. As a player and a fan of FFX, I felt disconnected from the character and even resented her at times, changing the relationship between player and character.
Bad or Non Existent Camera Controls - Twinkie IV
If we take a look at all the Final Fantasy games, most of them do not allow a flexible camera, except for on the world maps. Fixed cameras can at times make it harder to see certain objects, events and makes movement frustrating. 3D games should allow the player perspective as it not only creates a better flowing game, but allows the creators to “show off” they’re work.¬
Time Wasting Random Encounters – Twinkie IV
Apart from towns and shops, wherever you are walking in Spira, the world of FFX-2, there are random encounters that must be fought, unless you flee or have a rare piece of armor or weapon with the ability “No Encounters” equipped.
This can get very frustrating for non FF fans, for completing mini games or challenges and if one simply wants to travel across the map in a short amount of time.
What Makes Final Fantasy X-2 a Good Game?
Through its mistakes Final Fantasy is still a good game. The main characters, while sometimes over the top in personality, are fun and adventurous and appeal to the female audience. Their many outfits and cheeky costumes spruce up the combat with a vast variety of different attacks and abilities. The world of Spira has side adventures waiting to be discovered in each village, road or plain. The airship gives the player flexibility to discover these adventures in any order they wish. Or, the player can just follow the main story and skip all side quests if they so wish.¬
Monday, August 23, 2010
Jason Prentice s3199024 Cover Letter Assignment
Dear Sir / Madam,
My name is Jason Prentice, I'm an aspiring Animator with aspirations of world domination via an Interactive Digital Medium.
Now I could bore you senseless with some mindless dribble about how you should pick me because I'm the best greatest Animator who ever walked the face of the cosmos like every other person applying for this job.
But you've probably already read enough of those letters to drive a lesser person insane and we both know I'd be lying through my teeth.
Truth be told I've got alot to learn and a fair ways to go, however I approach my work with Passion and Enthusiasm.
I love a Challenge, the more Challenging the better, while most might say "You want me to animate a Building that turns into an Alien and Fights Zombie's!?! That Can't be done!" I will ask "How many Zombies do you want, and what Building?" then I shall make it so.
I get along great with others and work especially well in a Team; For our final year Project at University I Animated 2D sprites for a Videogame we were making called "Strength in Arms" www.strengthinarms.com which was about the Misadventures of a dashing knight known as Sir Christov, who swung around on vines and fought Lumberjacks with Chainsaws for Arms riding Bulldozers.
We even got featured at the FreePlay exhibition in Melbourne, so we must have been doing something right.
Anyway I've probably wasted enough of your time with writing, personally I prefer to let my work speak for me which is why I sent a copy of my Animation Reel along with this letter.
*insert Hyperlink to Animation Reel if Cover letter is Submitted via Web here*
This stuff is what I do for Fun, and if I can make a living Animating for *insert company name here* well even better.
I look forward to working with you.
-Jason Prentice
Jason Prentice s3199024
Week 2:
Men of War is a World War 2 based RTT which as opposed to all other World War 2 games focuses on the struggles of forces other than the Americans (which is refreshing unto itself), instead focusing on the Russian, German, and British Struggles.
The game itself is far from perfect, but as opposed to most other games these flaws actually make for a more enjoyable gaming experience.
It’s the Gameplay that’ll get you hooked but it’s the little quirks that’ll bring you back.
One of the first things a player will notice when they play this game (at least if they’re playing the English version) is the Hilariously bad Dialogue.
This Poor Dialogue is the result of Mistranslation from Russian to English and Terrible Voice acting, however much like a good Chop Socky flick it’s so Bad that it’s good.
Some Memorable lines include; “German Scum!” “Vee need to Destroy dee Ak-Ak!” & American Troops Yelling Patriotically “For the MOTHERLAND!”
Another common occurrence is sudden and random programming glitches.
This usually occurs in the for of the A.I. going Haywire to the point that your no longer sure if the enemy is fighting you or itself.
However the most common programming glitches occur in the form of Physics glitches; it is always amusing to see Tanks doing Barrel Rolls after running over a jeep, another thing that would be frustrating if it weren’t so hilarious is when you attempt to relocate a weapon emplacement over an obstacle, such as Debris or sandbags, to suddenly watch in awe as the weapon will fly several feet into the air, do a few acrobatic maneuvers before hitting the ground resulting in the death of the Gunnery crew.
Cue wildly atypical level; about midway through the British Campaign Men of War transforms from a Real Time Tactics game into a Rail Shooter, where the player will travel through a level on the back of a jeep destroying whatever gets in your path.
This level contrasts so suddenly against the rest of the game yet fits so well and is so fun to play that you don’t really care that the game has suddenly just changed genre for one level.
Overall Men of War is a Buggy, Glitchy, pile of Random Awesomeness, that everyone should play at least once.
Week 3:
Intro to Game:
Strength in Arms: Hex-1
www.strengthinarms.com
Synopsis:
A 2D side scrolling Hack and Slash Game, with emphasis on the ability to grab and swing off objects.
My role in the Dev team is Lead Animator.
Week 3: Flaw Assignment:
Quick Time Events:
I have fumed with idea of creating a game with Quicktime Events as the Core Game Mechanic.
…It Doesn’t Work.
…It just doesn’t work.
There is no way to implement QTE’s without frustrating the Player, they’re in no way, shape, or form that a QTE can be implemented in a way that’s beneficial to a Game.
Used as a Method to make cut scenes interactive they tend to distract the player from the cut scene so the player misses the awesome event that occurs. Also these QTE’s are usually Win or Die which should NEVER EVER EVER be forced upon a player.
The other Method was the in game Mercenaries 2 / Just Cause 2 style where the Player performs a QTE to perform a task, however these QTE’s serve more as a frustrating time stalling tactic than as an actual mechanic.
QTE’s are a poor excuse for a Gameplay Mechanic and only serve detrimentally to a game.
Mistranslation / poor Dialogue:
Now here’s something that can actually make a Game more enjoyable.
Probably the Most Notorious example is Zero Wing’s “All Your Base are Belongs to Us.”
However my personal favorite is in Men of War.
Terrible Voice acting, however much like a good Chop Socky flick it’s so Bad that it’s good.
Some Memorable lines include; “German Scum!” “Vee need to Destroy dee Ak-Ak!” & American Troops Yelling Patriotically “For the MOTHERLAND!”
I believe that in a Kung Fu game, deliberately mistranslating and poorly delivering dialogue would serve to make the game more enjoyable.
Week 4:
Activity 1:
Tools and Documents used to make Game:
-XNA. (Engine)
-Photoshop. (Assets)
-Wacom Pen Tablet.
-PC and Macintosh Computers.
-Microsoft Word.
-InDesign
-DropBox
Tools and Documents used to manage game construction progress:
-Assembla; Wiki, Ticketing, and Messenger.
-MSN
-DropBox (Sync / Version control)
-Microsoft Excel
Activity 2:
What has to be done; Group:
-5 Levels Built. (40 Hours)
-Programming (Engine and Assets) (40 Hours)
-Decals for Levels (40 Hours)
-Sound and Music (40 Hours)
-Testing and Finalisation (5 Hours)
What has to be done; Me:
-Static Decals for Levels. (10+ Hours)
-List of Sound Files that need to be complete. (1 hour)
-Animated Decals for Levels. (10+ Hours)
-Fix Animations of Enemies. (3-6 Hour)
-Level Intro Images (5-10 Hours)
Before Mid-Semester Break; Group:
-Static Decals for majority of Levels. (10+ Hours)
-Majority of Sound Effects Complete, and Music Fixed. (10+ Hours)
-More than Half the Decals for the Levels done. (10+ Hours)
-Core Game play Mechanics Fully Resolved Programmatically (10+ Hours)
-The Animations of the Enemies Repaired and Animated Decals Complete. (10+ Hours)
Before Mid-Semester Break; Me:
-Animations of Enemies Repaired. (3-6 Hours)
-Static Decals for Levels Done. (Depends on amount and complexity 10+ Hours)
-Animated Decals for Levels Done. (Depends on amount and complexity 10+ Hours)
- Level Intro Images (5-10 Hours)
Before Week’s Out; Group:
-Working Build of Game Ready for Freeplay Exhibition. (All Week)
Before Week’s Out; Me:
-Animations for Enemies Repaired. (3-6 Hours)
-Sound List Completed and Passed on to Scott. ( < 1 Hour)
-A Few level specific Static Decals Complete. (2-10 Hours)
-A few Level Intro Images (5-10 Hours)
-This Activity (1 Hour)
What I’m doing after class:
-Fixing Animations of Enemies. (2-4 Hours)
-Static Decals. (2-6 Hours)
Activity 3:
Week 1:
-Animations for Enemies Repaired. (3-6 Hours)
-Sound List Completed and Passed on to Scott. ( < 1 Hour)
-A Few level specific Static Decals Complete. (2-10 Hours)
-A few Level Intro Images (5-10 Hours)
Week 2:
-Level Specific Static Decals (3-5 Hours)
-Level Intro Images Complete. (5-6 Hours)
-Level Specific Animated Decals (3-5 Hours)
Week 3:
-Level Specific Animated Decals (10-12 Hours)
-Level Specific Static Decals (10-12 Hours)
Tuesday, August 17, 2010
Brendan Coleiro s3200713
Random Encounters in RPG Games.
First of all I would like to mention that it is one of the most frustrating and annoying game design flaws in my opinion.
The first game I would like to mention is not actually a game but a series, the Final Fantasy series. Now I know that in their most recent games they have a similar system but it’s a lot less random and just an encounter that you can see on your screen. But in the earlier games you would be travelling across a field to get from city to city and in that field you would get jumped by about 50 different random encounters of monsters that are trying to kill you. Sometimes your character would not even complete their run cycle before you were in a battle again... and that is where it starts getting annoying. In the first couple of hours of game play this may seem fun but then after a 10-15 hrs game play I get so fed up with these random battles. On top of that in the later game you will most likely need to go back to your starting area where you continuously get jumped by level 3 monsters when you are at level 78. And then ON TOP OF THAT its takes about 10 seconds to get into a battle and then another 10 to leave the batter and maybe 10 seconds to kill the encounter. So that is roughly 30 seconds an encounter TIMES BY about 30 encounters... that works out to 15 minutes of the players time wasted and at which point you can’t stand the game and never play it again.
NOT TO METION TURN BASED COMBAT J
The second game is also not a game but a series again and that is the Pokemon games on the Gameboy/DS. Pretty much the same thing as the Final Fantasy games but this time there is specific ‘grass’ areas that have pokemon in them, so they improved on the fact that FF had an entire map that you could walk through and anywhere on the map you could get a random encounter. So it was easier to navigate and avoid unwanted pokemon but then the game revolved around pokemon and you needed to capture your very own pokemon. AND OF COURSE YOU COULD NEVER FIND THE POKEMON YOU WANTED! It was always a damn crap pokemon that you didn’t want, like geodude. While the game had items that could repel encounters in the grass areas they never lasted long enough. And then of course there were the caves...
So yeah Random Encounters in games = BADDDDDDDD
That being said these games are great games but if I had a choice over Random event RPG or WoW (live combat) I’d go Wow. On the ground that WoW is a of the rpg element and has live combat.
If my third year game had to include random encounter enemies it would probably destroy the game as we know it. Firstly the game we have is not suited for random encounter enemies that will cut you to a combat screen that will totally ruin the game play and most importantly the flow of the game that we have established so well. I suppose that if we had to incorporate it into the game it would still work but it would not be fun AT ALL!
Brendan Coleiro s3200713
Brendan Coleiro
Adress
Mob 0422 002 220
E-mail some_cool_guy@hotmail.com
17th August 2010
Mr Smith
Lead Designer
Firemint Studios
Address
Dear Mr. Smith,
The description you posted for a level designer runs along side my interests and qualifications perfectly.
With my background in level design and games graphics, I am confident that I would make a very successful and creative studio assistant. Having exhibited for the independent games festival Freeplay, I have been exposed to a number of aspects of the game world. I understand the importance of play testing, team work and most importantly having fun. My experience as designer in my final year project for the RMIT Games Graphics design course high lights my abilities of working with others through the creative process of production while meeting the challenges presented to me.
I am aware of the great success you have had with the iPhone game Flight Control. Which I must say so myself, was very fun as I love action/puzzle genre.
I would appreciate the opportunity to make a substantial contribution to the business. I welcome the opportunity to meet with you to further discuss my abilities and show you a reel of my work. Thank you for your time and consideration.
Sincerely,
Brendan Coleiro
Brendan Coleiro
Adress
Mob 0422 002 220
E-mail some_cool_guy@hotmail.com
17th August 2010
Mr Smith
Lead Designer
Chrome Studios
Address
Lead Level Designer
Dear Mr. Smith,
I am writing to apply for the position above.
I will be graduating my Bachelor of Arts (Games Graphics Design) from RMIT City Campus. I also have some of my own game demos which showcase my skills.
My level design experience includes a full year in producing my final year game for the Games Graphics Design course and my own personal side project. This includes Level Designer, Interactive Environmental Designer, Sprite Animation and Decal work for Strength In Arms and on my side project Puzzle Buster for iPhone.
During my course with RMIT I have developed and extended my skills in Photoshop, Maya, Flash and Illustrator. I have a deep understanding in the importance of ‘Play’, Team Work and make it my first priority to make any game fun.
I understand that you have a studio situated in St.Kilda and would particularly like to work with you team on ‘Ty The Tasmanian Tiger’ which has been a great success, and of course any other games you are working on.
Please refer to my resume (attached) for full details on my training and experience. I look forward to hearing from you. I can be contacted at anytime on the contact details listed above.
Yours sincerely
Brendan Coleiro
Brendan Coleiro
Address
Mob 0422 002 220
E-mail some_cool_guy@hotmail.com
17th August 2010
Mr Smith
Lead Designer
Blizzard
Address
I AM THE BEST! PLEASE HIRE ME! :D
Ok the next part is serious, please ignore that shout out above.
Dear Mr Smith,
I wish to apply for work, a job or voluntary work.
I will be graduating my Bachelor of Arts (Games Graphics Design) from RMIT City Campus. I also have some of my own game demos which showcase my skills.
My level design experience includes a full year in producing my final year game for the Games Graphics Design course and my own personal side project. This includes Level Designer, Interactive Environmental Designer, Sprite Animation and Decal work for Strength In Arms and on my side project Puzzle Buster for iPhone.
During my course with RMIT I have developed and extended my skills in Photoshop, Maya, Flash and Illustrator. I have a deep understanding in the importance of ‘Play’, Team Work and make it my first priority to make any game fun.
I understand that your studio is situated in Irvine and am willing to relocate and would particularly like to work with your team on ‘Starcraft Trilogy’ which has been a great success already, and of course any of the other games the team are working on.
Please refer to my resume (attached) for full details on my training and experience. I look forward to hearing from you. I can be contacted at anytime on the contact details listed above.
Yours sincerely
Brendan Coleiro