Questions to Summaries the Project/ Product
Summary of your work
What is it?
An idle video game. The narrative of the game play originates from an hurricane aftermath impacted environment. The player, the Bee, must rejuvenate the the natural environment through collecting and spreading pollen with the other bees.
What is its purpose?
Stress release. Simple enough game that you do not need to think about while playing. You can enjoy the aesthetics, without the obstruction of menus. Calming effect.
What are the key features?
A bee flying around a barren land, within which there are grass ‘islands’ with single flowers in them.
Role assignments and group responsibilities?
Hisham – Director and game mechanics.
Sophia – Environment leader, and games design.
David – Animator.
Mesha – Producer, meeting scribe and animator.
I can only speak for us animators in the roles and responsibilities with full knowledge of how our tasks work. Our roles are stated above. The elements of the project that we are responsible for is each of our assigned animation assets, the bee, the flower or the title sequence etc. For each of these we will complete the 3D modelling, rigging, animating and texturing by ourselves. We must, at a prompt time according to our timeline
What does the work aim to achieve?
Concept – what is its novelty?
Idle video game. No Menus. Only a simple play-through tutorial to give indication on game play goals, other than that the player must figure out how to play the games themselves.
What is driving the narrative?
Rejuvenating nature from the aftermath of the hurricane.
What is the development process?
My job as one of the animators is to complete animation assets and hand them to the games designers who will place them in the scene accordingly.
What is the practical scope of your research? – Think about how your knowledge and skill sets compliment your collaborators’
I am confident with model making, less so with rigging, animating and texturing. I can adapt to what the games designers say they need from me in terms of game animation assets.
Target users/audience Who is the work aimed at?
TA: All ages, all genres and abilities. To be played on the computer (steam) or mobile.
What aspects of the work have been chosen due to this?
We decided to include a mini tutorial/ guidance sequence where, at the beginning of the game, the movement of the player will be restricted. This will be a guide to the game play. During this time, the bee will go the a flower nearby, then to the beehive, and the player will be shown the first rejuvenation. However, there are no menu’s or pop ups that show which buttons the player needs to press. It is purely exploration, for the player to learn for themselves how to play and what to do with the character.
Why have you chosen this target user/audience demographic?
We want the game to appeal to and be playable to all.
Technical
What techniques are you and your collaborators employing to achieve your goal?
- Maya N-cloth to shape the flower petals and for the cloth asset.
- Rotoscoping. Using video reference to make key framed positions in the animation assets.
Plans and timelines What is your timeline for the finalization of your project?
How will you test aspects of your project as you progress?
By using my team for feedback. The games designers and David, the other animation will share their opinions on the assets at their point of progress. Then at certain times when I have made sufficient progress, I will send the games designers either a 3D model or a animation to test how it looks in scene.
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