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Prototyping Week 1

3/6/2013

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I will be starting game prototyping this week in my games development course at AIE Sydney.
Last week (Prototyping: Week 0) involved the game art and programming students merging classes to form teams for the next few weeks of prototyping. Teams are recommended to include a ratio of 1 programer to 2 artists. The group I'm in consists of 4 artists and 3 programers. The team consists of: (the programers) Tom Mulray, Joe Stephens, and Peter Chui, and (the artists) Danny Pham, Matt Taylor, Roman Sorochinsky, and Noel Lopes. The team spent most of last week brainstorming ideas for game prototypes. No less than 25 ideas were required to be put forward by the team. We then whittled the 25 down to 10, and further expanded these, stating in a paragraph, (or 2), what the gameplay would be like. The ten ideas we came up with are as follows:

1. Spooky House
2. Lava Platformer
3. Asteroid Game
4. Verbal Fencing/fighter
5. Free falling/Scrolling Arcade Game
6. William Tell Archery
7. Underwater Diving
8. Kung Fu Fighting Fish Tournament
9. "RELEASE THE KRAKEN!"
10. Tumbleweed Game 

You can read about them in the attached pdf:
top_10_game_ideas.pdf
File Size: 82 kb
File Type: pdf
Download File

It was on the afternoon of Thursday 30/5/2013 that our team decided on the first game we would prototype. This game is the Free falling arcade game.
While the team spent the morning of Friday 31/5/2013 fleshing out the game ideas for our top ten, (poor documentation keeping on our part), we did get to prototyping just before lunchtime. Although it was not neccessary to start any prototyping in week 0, it was good that we did, as everyone was eager to do work, and we also got a little organised so we don't head into this week totally blind.
PictureFallguy concept by Danny Pham
It was on the afternoon of Thursday 30/5/2013 that our team decided on the first game we would prototype. This game is the Free falling arcade game.
While the team spent the morning of Friday 31/5/2013 fleshing out the game ideas for our top ten, (poor documentation keeping on our part), we did get to prototyping just before lunchtime. Although it was not neccessary to start any prototyping in week 0, it was good that we did, as everyone was eager to do work, and we also got a little organised so we don't head into this week totally blind.

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