Tuesday, February 7, 2017

Racing Level: Concept

For my racing level I was interested in recreating the feeling of exploring the twists and turns of subterranean caverns like the beautiful Cave Without A Name found in my home state of Texas. I thought this would provide an interesting opportunity for both large and tight spaces, as well as effective visual guidance due to the flexibility of the environment, and perhaps a chance to make use of cave-ins, multiple levels, or secret caves to add interest to the level. Here are some of the inspiration images I looked at in designing this level:


Different parts of the level could transition between moods and therefore color palettes-- here are the two main ones I'm looking to use, the left for most of the cave (enclosed areas with some manmade lighting) and the right for a cool, more naturally illuminated look of one special section:


Here's a rough layout for the map, with cave-in that prevent players from taking old routes marked with letters. The place marked A is a cave-in where the floor falls out from underneath the players that allows cars to fall back to the starting point/finish line, marked in green.


Thursday, February 2, 2017

Exploding Barrel: Concept


An ancient frog statue tasked with protecting the Frog Temple. When hit, it begins to emit noxious fumes-- when severely damaged, it explodes in a rain of deadly toxins. Below are some references of frog statues similar to what I'm aiming for.

Monday, January 30, 2017

Spiky Block Programming Challenge



For programming class, we were challenged to make a small level using a "spiky block" mechanic inspired by the Thwomps of Mario Brothers games. I had a really fun time working on this challenge, from making the cute-but-deadly cyclops blocks to coding the dialogue and animations to finding sound effects. Given more time, I probably would animate the facial features of the blocks more (frowning, mouth moving when dialogue changes,) but I'm excited about the result nonetheless.

Here's a glimpse into what the Blueprints for my vertical Spiky Block look like:


Tuesday, January 17, 2017

Platformer: Level Design


Our next project for Game Design class is to create a platformer that begins with a tutorial sequence and then ramps up in difficulty. This is my first pass level design, featuring some notes on the side as to how the mechanics would work and a map of the proposed level. Story-wise, I picture this being in some sort of storm drainage system or water processing facility.

Friday, January 13, 2017

Platformer Tutorial Analysis: Starbound



For Game Design class I chose to deconstruct Starbound's tutorial level, the layout of which is depicted above. In terms of level layout, one nice thing about platformers is that since they eliminate a whole dimension of motion, it's considerably easier to guide and predict player movement than in other games. In Starbound, for example, the player starts on the very left of the tutorial map and their goal is to get to the "end" of the level, which is at the far right. Since they've eliminated the options of going up or down using a floor and ceiling, there's really only one direction to go, so players never feel lost or disoriented. This is perfect for the introductory level, so players can learn their way around the game before being introduced to open areas without such a set linear path. It also ensures that players experience each lesson in a sequential manner that makes sense (learning how to move before you learn how to attack, for example.)


Starbound's intro level is more of a hand-you-instructions than drop-you-in-and-let-you-figure-it-out kind of tutorial, which makes sense to some degree because since it's a PC game, the controls are not as intuitive as they would be on an Xbox. On an Xbox, it would be a fair guess that you use the joysticks to move and the A button to interact with things (as many games do,) but on a PC it would be harder to figure out that you need to use WASD to move (the arrow keys trigger emotes) and press the E key to interact with things. At they very least, there are way fewer buttons to mess around with on an Xbox controller, so it wouldn't take a player long to figure out controls-- whereas having the player try to figure things out by pressing every key on their keyboard would be frustrating and carry the risk of the player missing out on an important mechanic.


The first part of the tutorial focuses on teaching the player several basic mechanics, namely: learning how to move by having the player press A or D to get out of bed, learning how to interact with objects and NPCs by having the player open the door to their room and open their locker, and learning how to equip items by having the player change into their uniform. It's not until after the intro cinematic that obstacles are presented-- first, a wall of dirt which the player must dig through in order to learn how to use their Matter Manipulator (the most important tool in the game,) a roadblock which requires the player to make a detour up to the roof to avoid it in order to learn how to make use of platforms, and a small tentacle monster that the player must defeat in order to learn how to use weapons.


The tutorial level also serves as the exposition for the game, giving the player some amount of backstory and setting up the game's main storyline. The story elements are what help this level to feel more intense and engaging than it really is-- if you think about it, the player isn't really in any danger (it's actually impossible to die in this level,) but they are drawn in by pressures created not through true danger, but implied danger. Earth is being attacked by a huge tentacle monster and people all around you are dying-- elevating the gravity and stakes of the situation past what it might be taken as otherwise.

All of these things in conjunction make this an exciting introduction to Starbound, giving players a little taste of all the things they'll be expected to do in the game as well as the type of story they're in for, and piquing their interest so they continue playing.

Sunday, November 27, 2016

Cryptid Catchers Commercial




A short 15-second commercial for my 90s-themed all-girl cryptid hunting board game, Cryptid Catchers! The Print-and-Play version is available for download here: http://bit.ly/2fVizlK

Special thanks to Katie Aschman for playing Saga in the commercial and to Brianna Gibson for voice acting!