Pre-Production for our game
storyboard
for the storyboard we went for a simpler method simpler to my first game where we laid out what part of the world the player can interact with and what part triggers events like the enemy following you or the missions starting.
also we added more of the storyboard for different instances like how night time would be different from day time.
story line
for the story-line i created that with the help of my partner Thomas Nicholls and as shown in the images below this was how we wanted our game to flow and what the roles of the characters we hoped to create would partake in.
this is the concept and synopsis of our game:
Concept
A sandbox game based in a super hero world, where you are a criminal with no powers and you start off doing small jobs but the higher up you get more infamy an the more the hero’s comes after you at first throwing his clones who are easy to avoid but at one point of the game he himself starts paying attention to you, but if you act stealthy throughout the game it takes longer for the hero to come and it makes it harder for you to get caught.
Synopsis
In January 2016, an undefined flying object landed in japan and within a few months japan had peace, unity and prosperity. In august 2016 the same god damn flying object landed in London England and within a few days (even japan lasted longer) England surrendered and that lead the country to peace, unity and prosperity. Now its 2017 and the entire world has given up its god given rights leaving decent people like me Sam and Roody ostracized by society and unable to get any jobs leaving us with no other option but to steal, cheat and lie our way to a better life.
concept art
this is some of the many examples of the concept art we created for our game. each image details what we wanted our characters to look like including the villain and the hero, it also shows what some of the building we wanted would look like and the structure of the city.
using these images as examples i started to design each of the buildings and some of the characters whilst my partner designed the rest of the characters and other props that would be scattered a around the world.
discord server and other means of comunication
for most of our joined communication on how the game would look like we diced to use discord as it was the simplest method.
for other methods of communication we decided to use Facebook and gmail to share our ideas.
decided on the layout for the city
after a week of ideas on how we wanted our city to look like and our world we decided to settle on the idea of using a steampunk like base model for our world as seen in the buildings on the final game.
as for the world we decided to use a similar outline of cape town south Africa simple because we liked it.
job rolls
since it was just me and Thomas it was simple to split our work in half we even came up with the perfect production schedule that allowed us to work together and what needed to be done.
(ask for production schedual)
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