Sunday, November 20, 2016

Monday, October 17, 2016

"Battle Royale" Print and Play Game

Created a print and play game over the past couple of weeks. "Battle Royale" is a robot building/fighting game. As a robot leader you must send out your scavengers to collect and build a robot for the final fight. I created a vector design for the whole game using a color scheme that I felt reflected the style of art. This print and play has adapted and changed many times but having the same original game mechanics. Adding cards and more pieces to the mix the final game has been made. A link below will send you to the print and play were you can try for yourself!

"Click this link to download and play my print and play game!"

Friday, September 30, 2016

Tonight in our game design club meeting we were supposed to bring our first version of our Print & Play games. Having a day to make the games in full it was pretty simple layouts not much design. Overall our goal was to test the game mechanics to see if our game is playable even at the most basic level. I had trouble making sure everything was put together so I was still putting things together as the club set up. But in the end the test was successful and everyone seemed to enjoy the game overall. 

Wednesday, September 28, 2016

Print & Play
Theme:Fighting Robots

"Build to survive, fight to win."

My theme falls under a future fighting game were robots are built to attack one another. The setting is a junkyard/scrapyard of robot parts right outside Kansas City. The junkyard used to be a old cattle pen that was turned into a fighting rink. Robot fighting at the time was banned because of gambling issues. Hiding from the police people come from all over to see and participate in the fights. Tends to bring a rough crowds creating fights between the scavengers for parts.

Color Scheme 1
Color Scheme 2
Color Scheme 3
Color Scheme 4
 The color scheme will fall under neutrals with 1-2 highlight colors to separate the teams. Robot pieces will be random creating that effect you picked up different pieces from others.



    Game: Players are placed in a scrapyard full of robot body parts. Players must send out the scavengers to find and collect parts to build a robot. While collecting your pieces the player will have to fight and defend the parts from other opponents. After a limited amount of turns the players must construct there robot to fight in the battle area in the center. Machine cards are collected prior to the battle which may grant a advantage or disadvantage to players. Along with classified cards which could provide a serious power up for the ending battle. Player who defeats the other opponents robot first wins the overall game. Sketched below just drawing out ideas.

Thursday, September 15, 2016

Game Design Brainstorming Ideas
Come up with ideas for P&P or board game ideas. Here is some below!

Robot Building Game
-Assemble robots overtime by collecting parts around a junkyard to battle at the end against players.
Classified Cards
-Players are given cards only the player can see/read and are given task to complete in the game.
Fights/Challenges
-Between two players causing the losing player to start back at the beginning.
Board Game Design
-Be able to move the board pieces around to create a new map that way the game changes each time.
Travel Game
-Travel around the world, answer trivia questions from major countries to collect coins that will be counted at the end of the game.
Player with the most coins wins the game.
Levels of Sleep
-Complete task to earn adult points, fail to complete lose points and draw bad fate cards.
-College Students lack of sleep game.
-Board is a campus.
Solve Puzzles to move forward and land on fate spaces.
Fate spaces provide the player with a fate card (Good/Bad).
Plant Game
-Collect seeds to bring back to your garden and grow trees, flowers, etc.
-Player with completed garden wins.
Random spaces places on board that kills plants for the player.
-Use dice to move
Junkyard
-Collect trash before other opponent.
Color coated cards
  -each color has a different meaning and or option for the player to complete
Top of the Mt.

-Having 4 pathways the players must climb the mountain and come across trials, pass the trail continue on if not must go back and find a new path even if that means knocking players behind you.
Train wreck
-As a passenger/robber you have to steal items from the train.
Collecting pieces to gather for the end of the game
-point system based upon landing on certain spots that give your player more value.
Territory 
-Have spaces for players to take control giving them more power over others.
Player pons
-Players choose a piece that has powers or abilities stronger then others.
Player sidekick cards
-Each player is given a sidekick cards they may not show to any other player until they plan to use it which gives them a small advantage for there turn.

Wednesday, September 14, 2016

Game Design: Reverse edit of the video game trailer for "Assassin's Creed Revelations"

Click below
Link to Reverse Edit

Breaking down shots from the trailer and going into greater detail of each one. Learned and saw more about this trailer then when I first watched it back when it came out. Truly a great trailer and still holds till this day, the trailer is below check it out!



Wednesday, September 7, 2016

Game Design: Trailer
    Assignment: Find a video game trailer that is not just gameplay but advertises the game. I chose "The Last of Us" because I remember seeing the trailer for the first time and being in ah. At that time there was no games I was truly excited for other then this. Watching a stream of the VGA's and seeing the trailer was amazing. Turned out to be one of my favorite games that is both dynamic and fun!

Wednesday, August 31, 2016

Welcome to the Print and Play Game of "Agon"
             
IMAGE 1
This P&P game consisted a mixture of checkers and tic tac toe mechanics. Having the opportunity to test it with multiple people I grasped a good understanding of the game and its perks/flaws. First the layout of the game, as you can see in image 1 the board, pieces, and rules. The pieces that take part in the game are Queens and Guards, each side having one Queen and 6 Guards. The overall objective is for the player that occupies the centre with the Queen along with all six Guards circling it wins the game. At first I thought this game reminded me of Chinese checkers, which in a way it does still because of the board   layout and player movement. After testing it I see that it is more about protecting and taking territory to get your Queen to the center. Below you can see my recored notes I have taken after testing "Agon" out.


Core Mechanic: Trapping enemy Guards

Space of the Game: The board is a hexagon with multiple spaces around the center point. The boundaries of the game end on the sides of the hexagon you may not play off the board.

Objects: 
-Queen/Guard marked spaces (outer ring of board)
-Queen-move one space any direction
-Guards-move one space any direction
State-Trapped Queen-must move to a empty space on board.
State-Trapped Guard-must move back to a empty space on the outer ring.
The penny was used because one of the pieces went missing....

Operative Actions
Guards-Move forward 1 space
Queen- move to the center

Resultant Actions
-Protect Queen from being captured
-Rescue Guards after being trapped
-Build a defense of guards around the Queen

Notes
-Deciding who goes first is random but is recommended to do a coin flip.
End of the game with all Guards around the Queen.

Skills
-Mental skills to plan ahead and think a couple moves in advance.

Chance

Rule #2 Zero to One 
I was a little confused on the chance of winning the game considering there is only two players but after re-reading the book I decided that Rule #2 best represented it.



GA Sophomore 3D
Katelyn Johnson
Level Design Concept

Sunday, August 28, 2016

Finding print and play games was somewhat of a challenge. After searching through multiple websites I stumbled upon "Blaster Waves", "The Mountain","Agon","Havok & Kijinks." All of which were different some for multiple players and one being single player. I tested a few games some being my own others from friends. Out of my games I found "Blaster Waves" and "The Mountain" to be fun. Blasters was a space simulation test. The objective is to fight the battle against the aliens. The playing cards were rather simple and easy to follow. Although there was a lot of steps to understand and read to play out the game. Having blaster cards just for guns to reload when attacking along with defense cards. PowerUp cards were very rare but would come in handy when given. In the end you would try to score points based upon aliens destroyed. Cards were easy to assemble. Wanted to share this experience with some friends and with the time I had I played with some of my roommates and dorm hall-mates. Also tried the others games I found one being single player. Only reason I played this was because of the design of the board game was interesting and card design was different then others I have found. The game was very simple, climb the mountain.navigate through the mountain while exploring a climbers thoughts as he climbs. More about the metal thoughts a person would have trying to make such a accomplishment. I could relate on a personal level having traveled to Europe the past summer and climbing mountains in Switzerland. Overall interesting take on a single player board game but I found the group games to be much more fun.
Links
http://boardgamegeek.com/filepage/105057/agon-print-play
https://boardgamegeek.com/boardgame/172591/mountain-solo-board-game-experience
http://boardgamegeek.com/boardgame/128770/blaster-waves
http://havokandhijinks.com/pdfs/havok-and-hijinks-print-and-play-how-to.pdf

Wednesday, August 24, 2016

Game Role Game Design 1
Lighting Artist

    I had the honor to interview Ringling Alumni Bethany Lo, 2011 graduate with computer animation. She has worked for Moonbot Studios, Reel FX, Naughty Dog, and presently for DreamWorks Animation.
    Our assignment was to pick a game industry role so that we can interview someone in that field. I choose lighting artist sense I had little information on that role. Found Bethany on Linkedln and contacted her right away. Interview her with 10 questions which you can see below along with her answers. Learned a lot not only about my favorite series and company but about a role I was pretty unfimiar with. Also a link to my presentation is below!

1. What got you into becoming a Lighting Artist for games?  

"Naughty Dog was my first experience in the gaming industry (at a AAA level) and honestly I had applied thinking I wouldn't get it haha. But I did and I've always loved games so I guess luck, connections and a love for video games got me into it."
2. What is the most important part of your job?

"Making sure the player path is well defined and getting my assigned levels done in a professional and timely manner."

3. Who do you work closely with in your job for example ( concept artist, environmental, etc ) and why?

"Naughty Dog is definitely different than other gaming studios (at least from what I've been told) in that everyone collaborates constantly. I worked closely with basically everyone (including QA) to get levels working properly. For example when I was lighting the prison break in Uncharted 4, I worked back and forth with the level designer, art director and concept artist in coming up with other ways to light the scene for maximum playability and drama. I would pitch ideas to level designer, the concept artist would quickly spitpaint something to what I had suggested while adding in their own ideas and we pitched it to the art director for final say. I worked very closely with the environment artists on my level too because if something was broken lighting wise, there's a strong possibility of the prop/area in question having broken uvs or shaders. I worked very closely with my concept artist on various levels for artistically and painstakingly placing cloud shadows to direct the player's eye. For QA there would be a lot of times where I didn't have time to look at a bake so I would ask them to bug any issues they saw and I would fix them later. Basically it's very important to keep good relations with everyone on all the teams so your work will go as smoothly as possible."

4. What programs do you use to create what you do?  

"Maya, Photoshop and Fusion occasionally. Naughty Dog also has a lot of in-house tools and custom pipeline features that I had to learn on the fly when I got there. So lighting was done maybe 30% in Maya, 20% in a program we made/use called Charter and the rest is all done on the PS4 dev kit in game."

5. Do you work with other lighting artist? If so how is work split up?  

"I was a special case where I was brought in specifically to assist other lighters as well as work on my own levels. I would pick up any tasks they needed to have done (such as placing light probes, placing/capturing reflection maps, troubleshooting bugs they didn't have time for: like why are the godrays bleeding through this wall, etc) So it honestly depended on the person and how much work they had on their plate and how much they were willing to let me help out with. And can I just say that keeping your files organized is so very important because there were times where I had to sort though other people's files and they were like a pig sty. hahaha"

6. What can be difficult with lighting like common mistakes or issues?  

"A lot of issues can come from bad UVs but then us Lighters get blamed for "broken lighting" when it was really just the environment artist that didn't uv the object properly so the lighting baked black. We'll get these obnoxious bright spots in our light bake sometimes that we call trapped photons and they're really hard to get rid of because it's like playing whack a mole. Like every other bake will have it and sometimes they'll go and come back on a whim which makes them really hard to troubleshoot so sometimes we have to hand paint them out which is a pain."

7. Any new techniques or systems that have improved lighting design in games?  

"That's a tough one since I don't really develop the systems. Technique wise, having a good renderer helps a lot. (good raytracer all that jazz) The faster you can achieve the results you want, the better. We do a mixed of light baking and run-time lights to get the look in our levels but from what I've been told, the system isn't all that new."

8. Any advice to a student interested in doing lighting for games like things to focus on or look for?  

"Study real life~ Notice the details in just everyday environments around you. Like the shapes on the walls from casted shadows, the patterns certain light bulbs make, how reflections drift on a shiny floor when you walk past a window, how color bleeds from objects onto other surfaces from the lights around them etc. And when you light in game, always think about the how to direct the player's eye along the player path. Single player vs multiplayer can make a huge different too because then you have to consider who you'll be looking at and can you see ten other characters well enough to shoot at etc. Always make sure you lighting has directionality (aka a primary light source) from which you can design the rest of the environment around, otherwise a room can look flat and overlit if you have too many light sources. Just because something is physically and realistically accurate doesn't always mean that it will look aesthetically pleasing. It's ok to bend the rules a little to make something look nice from all angles. Also learning practical lighting and photography can help a lot too. I personally came from a feature film/animation background but I personally felt that it helped me a lot to watch movies (live-action/animated) and play other games to expose myself to a wide range of techniques and styles."

9. What games did you work on and what part did you take in the development of it?  

"I worked on Diggs Nightcrawler (where I modeled, textured and lit environments and characters) and Uncharted 4 where I just lit. For some levels (such as the sunken ruins multiplayer map) I designed the lighting on my own while with others (like prison break) I worked in collaboration with the concept artist, art director and level designer to achieve a look we all felt proud of."

10. Do you believe with the education you worked for from Ringling provided the tools you needed to do these projects or did you learn more from real world experience?

"Honestly for my time at Naughty Dog, I felt like both helped a lot. My experience in Maya from being in CA at Ringling helped me learn the pipeline and tools quickly. Also learning how to deal with stress and intense deadlines at Ringling helped me manage the crazy work hours during crunch. Of course Ringling doesn't teach you everything and lot of it was learned on the fly and being on the job but I feel like Ringling provided me with a solid foundation from which I was able to custom build my career off of. Though I will say trying to do anything outside of animation was a bit difficult at Ringling because they tend to cater to those students instead. But you can't expect Ringling to prepare you for knowing in-house software at certain studios haha. Just need to learn how to be flexible and learn quickly."

Link Below for Presentation

https://docs.google.com/a/c.ringling.edu/presentation/d/1Bcfga6wWgOa4iceI10P5LLIUlfvdN9TPo5ZoTd2xZ1A/edit?usp=sharing