Boundless

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BOU NDLE SS Created by The Sky Pirates: Jorge Faz, Amy McDonnold, and Nathan Watson April 29, 2014 | Designing Virtual Worlds


CONCEPT: Trapped in a pop up book by a bitter narrator, the player progresses through a series of clichÊ settings, solving puzzles to save an elusive damsel in distress. MOTIVATION: Though at first the player believes that saving the girl is his goal, he soon finds that his real motivation is to escape from the book and the narrator’s endless traps disguised as a series of short stories.

Dimensionality

Camera Views

Motivation

Color

Be a hero and save the damsel in distress from the evil dragon.

Begin to grasp that the narrator is bitter and bent on using the Clash with the narrator hero endlessly. and attempt to defeat his challenges in order Find a way to escape to finish each story. the book and stop the endless onslaught of stories and puzzles.

Defeat the narrator.


REFERENCES: Indie game precedents that include the highly stylized environments of Journey and Limbo, the story of Stanley Parable, and the two-dimensional style of Paper Mario, with aesthetic references to vintage travel posters and children’s pop up books. BOUNDLESS draws from these references to create a unique puzzle-platformer.

LIMBO

VINTAGE TRAVEL POSTERS

JOURNEY

PAPER MARIO

POP UP BOOK

DIFFERENTIATORS: Boundless is unique because of its pop up book setting. It is a three dimensional game set in a two dimensional environment, allowing the player to experience a world unlike reality. Additionally, the narrative breaks the fourth wall as the narrator communicates directly with the player, creating a unique, layered dynamic between the characters.


GAME STORY: The player is trying to work his way through the puzzles of the pages to rescue an unfortunate damsel in distress. The storyline repeats in each of the four chapters, but each in a different setting - the player takes on the role of a Knight, a Detective, a Cosmonaut, and a Ghost Hunter. Eventually the player realizes he must escape the book and the manipulative narrator’s control. In the end, the player ends up using his acquired skills to destroy the book itself and defeat the narrator. MECHANICS: The character gains a tool in each chapter that coincides with the setting. At the end, he uses all four tools to solve the puzzles and beat the book. In the first chapter, the player gains a sword for cutting and destroying. Second, a magnifying glass for zooming and catching things on fire. Third, a laser for powering, stunning, and charging. And finally, a camera for freezing things or lighting areas.

CHAPTER 1: The KNIGHT

CHAPTER 2: The DETECTIVE


CHAPTER 3: The COSMONAUT

CHAPTER 4: The GHOST HUNTER CHARACTERS: The player’s avatar is a vessel for game play and a tool to interact with the main character, the narrator. The narrator is bitter because he has been destined to tell a series of short, cliché stories rather than a long, intricate narrative. He takes his frustration out on the player, keeping him from rescuing the damsel in distress in hopes that the book won’t end. Ultimately, however, he is relieved of his repetitive misery, but only through the destruction of the book itself.


Chapter 3 Atmosphere

Chapter 3 Cosmonaut Sprite

Chapter 3: Puzzle B Chapter 3 Level Guard

Chapter 3: Puzzle D


CHAPTER 3: COSMONAUT - Planet Airebis The first encounter the player has with the levels in the space setting. His rocket lands on an alien planet, Airebis, and he exits at the edge of a deserted mining plant. The level features a series of tutorials for the player’s new tool, the laser, including how to activate bridges and moving platforms. The environment is a retro-stylized planet surface in a green and purple, cool color palette. Key locations the player interacts with include a chasm, an abandoned crane, conveyor belts, moving platforms, and a security gate guarded by an alien creature. The camera follows the character in third person, changing angles and zooming in or out as appropriate for the puzzle. However, the camera never shows the full extent of level, only the extent of the upcoming puzzle or the accomplished puzzles behind the player.

Level Plan

A: Pick up laser. B: Shoot switch to extend bridge. C: Shoot control panel to power up crane and create path. D: Conveyor belt obstacle puzzles. E: Bank shot to switch to lower bridge. F: Complex conveyor belt and switch puzzle. G: Deactivate laser grid by shooting through it. H: Platform and switch movement puzzles. I: Complex machinery puzzles. Incorporate all challenges. J: Enemy encounter. K: Enter next level.


ABOUT The SKY PIRATES: Mission: To develop a well-rounded game proposal and create an aesthetically detailed, well-designed, and functioning level. Culture: Each group member fills a different role based on their strengths and interests. Nathan focused on mechanics, level design, and implementation of the design into the game engine. Amy focused on developing the aesthetics and concept art. Jorge created the game assets, including the character avatar.




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