Production Development_Final

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Production DEVELOPMENT

Camela Amalakumar GDNM Y1


CONTENTS COMPONENTS OF THE ENVIRONMENT . . . . . . . . . . . . . . . 00 AIMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 00 To explore the fears of the subject . . . . . . . . . . . . . . . . . . . . . . . . . . . . . To pinpoint the interests of the subject. . . . . . . . . . . . . . . . . . . . . . . . . To identify what is important to the subject. . . . . . . . . . . . . . . . . . . . . To create an environment that has restraints and limits.. . . . . . . . . . . To create a character that can explore and interact with their surroundings.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . To enhance visual enjoyment of the space provided . . . . . . . . . . . . . . To encourage personal own experience and insight to subject’s behaviour.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . To maintain a clean and clear, well organised environment.. . . . . . . .

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FLOOR PLAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 00 TESTING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 00 Design and Usability... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Technical Problems Encountered. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Conclusion from testing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17


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Document title here alway looks good

COMPONENTS OF THE ENVIRONMENT

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Name

The game’s name is Face My Fears. This name is self-explanatory and was redrafted several times in order to create a name that was simple and bold.

Character

The character is if not, one of the main assets. My decision to use a first person camera means that the player can experience the interactions first hands and close up: fusing them into the game.

Tree and Open Space

Trees are essential in this environment. They create a clean and soothing atmosphere. Through the size and quantity of them, they allow the map to be filled up and not look empty: this being crucial in not encouraging the player to feel as if there is little in the map. The trees have animation attached to them which gives a realistic feel by being able to walk around and when in range, see the branches wave side to side. This allows the player to feel as if they are in real time and not standing still in a dull life-less environment. The shadows that come off the trees also have a real-time shadow movement which corresponds with the leaves and branches. They’re soft and not hard allowing them to fade in with the textured terrain. As the animation activates within a short distance between the player and tree, the polygon render will keep low thus refraiming the game from lagging. These settings were altered to make sure that enough could be seen but also have the game execute efficiently.

Activity and Interactions

Interactivity is essential in a game as it keeps the user engaged and enables them to be able to explore the environment more effectively than without interactivity. I created scripts to allow the player to be able to move in all directions, jump and be able to take and give damage to a selection of the creatures. There are few chests scattered across the map also, these chests give the player the opportunity to open chests and see what is inside. If an item is in the chest then they will be able to add it into their inventory.

Enemies

I built several enemies that take the form of the subject’s fears. A selection of these enemies have the ability to attack and take damage whilst the others are mere statues.

Environmental Space

The space provided within the map is enough for the player to be infused with travelling around the map, but the objects implemented have been set in a way so that there is always something near to the player; making them feel involved in the map.

Audio

I have captured some diegetic sounds and downloaded some non-diegetic sounds. These have been scattered around the map and applied to specific objects so that the player can feel the mood of the different scenes within the environment. Sound design is important to capture the feel of the movements and actions that take place within an environment so I carefully thought through and developed sounds that match the mood within the atmosphere.

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Sky

The game is set inside the ‘brain of the subject’ exploring a concept that identifies the qualities of the subject and presenting the findings to the player within the brain itself.

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AIMS >> To explore the fears of the subject - Various types of enemy bosses taking the form of a: Snake, Tiger and a Large Sheep. - A cave or tunnel that will have a lack of light: fear of darkness overcoming the subject. - Heights are a long-term fear of the subject. Giving the player the option to ‘attempt to climb’ a high, rocky, unpredictable hill will help the player feel like the subject. IMPLEMENTATION 1.1 Build an adaptation of a Snake, Tiger and Large Sheep that will be implemented as enemy bosses. These will be scattered in the corners of the map. 1.2 A cave will be structured and built using 3DS Max. This will cover qualities of insecurity, fear, being claustrophobic and the fragile state of mind. 1.3 Lack of light will be implemented into the cave and diegetic and non diegetic sounds will be applied to the surrounding objects.

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1.4 A high terrain hill will signify the long journey it takes to reach the subject’s place of pleasure. The pathway will be rocky and unpredictable signifying the struggle. >> To pinpoint the interests of the subject. - Food and Drink is important to the subject. Various types of favourite food and drink ranging from: sheep, curry, Indian sweets, white wine and neli crush. Creating models that represent them and perhaps even move, will develop the interactivity. - Sports is important as well: cricket is the favourite sport. Creating a figure of their favourite cricket player or showing a clip of one of their favourite matches will bring entertainment to the environment. - Few cosmetics and accessories are items that the client has a soft spot for. These will show the type of materialistic life they lead. IMPLEMENTATION 1.5 Build a 3D model of Neli Crush that will

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combine with particles to create a water pouring out into the river effect. The object should be high up to represent a waterfall.

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IMPLEMENTATION 2.2 Build terrain base with trees and plants. Raise and lower the terrain when needed.

1.6 Sheep represent Mutton: this will be an interactive object that will move and the player will be able to lower the object’s health.

>> To encourage personal own experience and insight to subject’s behaviour. - Giving an insight into the life of the subject through the non diegetic sounds allocated in 1.7 Allocate several enemies such as sheep and certain areas of the map. This will encourage a ‘on obojene, kufi, pig, biscuits around the map and use the edge’ feel to the player. them as objects that can be destroyed. Destruction of the objects will result in a safer environment IMPLEMENTATION to be in and will show the preferred food that the 2.3 Implementing audio in aspects of the map subject likes to eat. with sounds from Lord of the Rings and homemade sounds. These will encourage a sense of fear 1.8 Creating a widescreen television and and create a purpose for the exploration of the implementing a clip of a cricket match will identify map. a key interest of the client. This will be looped both audio and visual and will have a restraint to the >> To enhance visual enjoyment of the space distance to be able to hear the audio. provided It is important to create user interaction and 1.9 Creating models and importing them into the shrine to serve as a structure for the player to enjoyment; by scattering chests across the map, the view the type of materialistic life the subject leads. player will have a purpose to explore and have a sense of curiousness to open the boxes. >> To identify what is important to the subject. - Immediate family is important to the subject. They have a strong bond with their family so finding a place to present them will bring history to the environment. IMPLEMENTATION 2.0 Creating an area in the shrine that will be allocated with models of each family member. The history of this will show the identification of the subject.

IMPLEMENTATION 2.4 Import 3D model of a chest and implement scripts onto it to provide user interaction whilst they free roam. 2.5 Identify and develop the appearance of the visual space provided. Include flowers that will signify the personality of the subject as well as what they enjoy.

>> To create a character that can explore and interact with their surroundings. 2.1 Create a shrine that will provide comfort - By creating and implementing scripts onto and relaxation for the player. This will include objects as well as the character, the player will history and provide the ability to pray. With a have the opportunity to successfully interact with diegetic temple soundtrack: a realistic environment their surroundings. will be formed and help the player visualise what - Create a character that will move at a steady it is like when attending Temple. pace so that it will not bore the player nor make them feel as if they are sprinting through the map >> To create an environment that has restraints and quickly. limits. IMPLEMENTATION - Work with tools to higher, lower and smooth 2.6 Create scripts that are made specifically for the terrain and to build an area dedicated for the models being imported and the player to free roam their purpose and amend them to their specified objects. within. 2.7 Encourage the use of jumping through altering the jump player settings to a higher number than default. 8

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Document title here alway looks good

2.8

Adjust the speed of the character to a higher speed to reduce boredom of free roaming.

>> To maintain a clean and clear, well organised environment. - Creating an environment with objects correctly positioned will promote a professional feel to the surrounding of the player. It will show that time has been spent on the project and will reveal the understanding (knowledge) of the program. - Encourage a balance of land between objects. - There should be objects scattered enough not to let the player run around feeling as if there is just empty space. - Creation of attractive, high quality construction models will need to be placed near each other so that the player is not spending a few minutes trying to reach their targeted location - Creating a pathway that will lead the character through the map and to where the important attractions are. The path will be created with a material representing a past memory of the subject. IMPLEMENTATION 2.9 Run thorough formative and summative tests and identify any out of place objects or disproportionate objects that need to be altered. 3.0 Implementing a pathway that has the material of charcoal applied to it. 3.1 The animated assets such as water, moving trees and particle effects will keep the player interested in their surroundings. 3.2 Adding colliders will support the character by stopping them from walking through objects and falling through the terrain.

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Document title here alway looks good

FLOOR PLAN DEVELOPMENT Plan A

I created three different floor plans for my environment. I then chose the one I thought was simple but made the most sense. I chose floor plan C and then developed the idea further. I started to think about the arrangement of the items and began to think about size, abstract, positioning and colours. The one thing that each floor plan has in common is that they all include a shrine. A shrine is important to the subject as it is their strong faith that attaches them to the shrine. I then began to think of ideas focussing on the shrine to position it on the map as the hardest location to get to. This is because I wanted the player to feel the struggle that the subject goes through on a daily basis before being able to reach their ‘place of relaxation and faith’. Plan C

Plan B

Final Birds Eye View

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Document title here alway looks good

Many of my sketches I developed as I felt that they could have signified the subject better. The shrine was redrafted and edited to represent a past memory from the subject. The Snake Dragon was formed by combining two creatures that the subject fears: Snakes and Dragon Flys. By combining the features of both of the monsters, I created the Snake Dragon. I used a specific texture for the eye so that it looks like the creature is staring into your soul. The attributes that each of the assets have are derived from past and current memories of the subject and have been altered in one way or another to fit the aim of the game.

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Document title here alway looks good

Document title here alway looks good

Testing In order to ensure stability and the success of the project, I have ran thorough formative and summative tests. From the information gathered from the feedback received from several testers, I managed to build on my environment and make it more interactive, designed aesthetically pleasing and appear more professional. >> Design and Usability. Here are some observations and feedback received throughout the prototypes and at the end of the finished product: - Aim to apply a smaller tiled texture that would make the terrain look realistic as the current one does not flow pixel wise. - Limit the amount of trees that you use, using too many trees can distract the player from the objects scattered around in the environment. - Create an option to allow the player to pick thing from an inventory and use them. - Have the model of the girl at the start of the game talk to the player. - Create more objects and construct buildings to fill up the empty space in certain areas. - Import something to fill up the space in the bottom left hand corn of the map from when you start the game. - Game objects weren’t always responding to their given actions. Some did not perform to how they were expected to perform. - Loop the cricket video so that the player can watch the clip at any point inside of one frame. - Loops the Audio so that it is synchronised with the video. - Create posts that will direct the user and guide them through the map so that they do not get lost and remember where they have been. - Include animation in several areas of the map to keep the player engaged. - Screen need to be uncluttered so the inventory should be small in height or removed. - Possibly add a function to allow the player to toggle the inventory off and on.

>> Conclusion from testing I drew a number of thoughts and conclusions from the user testing that was carried throughout. These include, testing early and as often as possible creates a more efficient work ethic and allows feedback to develop decision being made. The more feedback the gain, the more efficient your product will end up as with developed thoughts and ideas. I also gathered that scripting need to be test thorough and backed up as it can be time consuming creating them. The end testing result concluded with interactivity possible being worked on with a bit more time. If I had more time to improve the finished product, then I would definitely improve the inventory system and item pick up scripts.

>> Technical Problems Encountered. Throughout the creation of the prototypes adding up to the final product, I encountered several problems. Problems that were minor to severe problems. Light Problems

Software failed to respond at times when scripting. Resulted in re-opening the software.

Severe Problems

Scripts failed to work several times and resulted in objects being corrupted. Project several times failed to work and required in complete deletion and starting over.

Projects, despite being backed up, did not respond. I solved these problems by creating the project again from the start, although some models were corrupted, I re-created them and carried on with my new project. Due to re-building several times, I managed to gain speed in the actions I took.

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