BABY DUCK

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IDEA Ángel Marín & Mario Romera CHARACTER DESIGN Ángel Marín & Mario Romera LEVELS DESIGN Mario Romera PUZZLES DESIGN Ángel Marín & Mario Romera PROGRAMMING Mario Romera SOUND COMPOSER Carles Soler


CONCEPT Baby duck is a small child(between 0 and 2 years) that will be involve in an non adult logical enviroment, which will be a difficulty for the player because it will have to deal with the babies coordination of senses with motor responses, and sensory curiosity about the world.

KEYWORDS PIAGET, WALICZKY, COGNITIVE, AUGMENTED REALITY, OBSERVATION, PLAYFUL, PSYCHODELIC.


OBJECTIVES The main purpose of the game is to involve adults in the learning process of babies, in a joyful way there will be abstractions of how could we dive in into the senses of the small childrens. GENRE The game is based on the Puzzle platform, with an orientation of Art-game and Casual-game. The engine will be a 3D enviroment with possible changes between first and third person point of view but without any change in the development only for questions of taste for the user. VISUAL STYLE The development of the game will be done into an 3D space with no barriers but limited by the infinite repetition of landscape, that means it is a round world. The special features of the game will be the psycodelich view for an adult perspective, but based on the development of the sight of a baby. The measure of distance and the distinction of lights and colors will make not easy to find the proper paths in the plot scenario so could be easy to get lost but joyful no to go straigh for the target, playing also with the random orientation and swaping directions while time pass by.


Upon real models there will be a synthesis that will transform everything with basic colours and simple shapes that will remain to a child oriented design. The light effects will be realistic but textures very simple. There will be an important postproduction to match the desired effect of babyview. GAMEPLAY The player control with the keyboard or pad the main character which is the baby. It is important to notice that the movements and control over the those will be simulated with the characteristics of the stages of learning of babys, that means that wont be accurated. It will be a solo player game with only one main character, the virtual world or scenario will be the nemesis of the baby with sometimes more antagonists. TECHNIC AND ARTISTIC CHALLENGES Artisticly We point to achieve a world in which the inmersion would be natural in parallel with a fictional reality, distorsions that will make the visual style a purpose on itself. Tecnicly Achieve the necessary scripts to develop each action and target to be played with its own laws of functionality.


FIRST LEVEL DESCRIPTION First Level - Tutorial A. Sensorimotor Introduction Baby Duck is seated into a wooden park, surrounded by some trees and grass, some toy pieces of wood that represent real objects of everyday life mixing scales. In the far view distance there is the most attractive spot of the scenary, a big red teddy rabbit. The sun lies on the rabbit making it even more attractive. To start moving the player will have to sense the textures of each surface. B. Primary and Secondary Circular Reactions The movement is free but the first to notice is that not all movements are functional, the first step would be to calculate the combination of movements in the beginning to move after something that is in our sight, but not yet reachable. Right after being able to control the movement, still we have to move to really see where the target is. We can see distorted the rabbit but we will have to avoid some trees and differente objects. Everytime we loose the sight of the rabbit this will swap position walking fast to another place. As more time we spend in the scenario the objects or their appearence will be modified. The sun will indicate where the rabbit is and will notice us that we made a mistake so the pieces had changed. C. Co-ordination. When Baby Duck is close to the rabbit is able to grab it, an animation will be triggered and the level will be over with a fade to white.


STORYBOARD




BEAMER FOR RETROPROJECTION TRANSLUCENT SCREEN INMERSED SPECTATOR


INSIDE THE SCREEN PROJECTION


REFERENCES GAMES The forest The Talos Principle Portal Journey Brat BOOKS Jean Piaget - La Géométrie spontanée de l’enfant (1948). ART Tamas Waliczky - The Garden(1992)


Team Contacts テ]gel Marテュn angelmaringarcia@gmail.com Mario Romera tocharomera@gmail.com Carles Soler carles@biano.name


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