2014년 11월 7일 금요일

[GAD] Camera move research for trailer!




1. 'BLUE' from 'EZ2DJ'

I love the storytelling, the camera movement and cartoon tone in this animation.




2. Dead Island 2 trailer.

I just research this for the camera works which shows events around the character. Trailer which I make is not going to be this realistic.

2014년 10월 31일 금요일

[GAD] Bose Battle Analysis

     The Great Boss battles I experienced were 'GLaDOS' in Portal 1 and 'Gliath' in 'Strikers 1945 2'

Gliath in Strikers 1945 2


How is the battle introduced to the player?
  - Before starting the boss battle, Everything are cleared except railroads then boss is coming out from the top of the gameplay.

What are the game mechanics used in the battle?

  - He has two phases to attack. On the first phase, the armored train spread bullets and in second phase, Robot is coming out from the train and spread bullets and spawn a few enemies  

How do the game mechanics integrate with the level layout, level art, and enemy AI?

  - 

How do the different stages of the boss battle play out?

  - compared to other stage bosses, he is not that different in the first phase, but in the second phase, he attacks player with various pattern of shooting bullets and spawning enemies.

What is the reward?

  - getting scores and move to the next stage. 



GLaDOS in Portal 1









How is the battle introduced to the player?
  - Before starting the boss battle, She invites the player to the central room and celebrate to find her. 

What are the game mechanics used in the battle?

  - She has a turret which aim the player, and player using portal gun to shot GLaDOS

How do the game mechanics integrate with the level layout, level art, and enemy AI?

  - When GLaDOS got attacked by the turret missile, She drops the balls and player should put the balls into the furnace. however, distance is quite far away from GLaDOS to furnace. Therefore player should use the portal gun.

How do the different stages of the boss battle play out?

  - 

What is the reward?

  - End of the game



2014년 9월 26일 금요일

brainstoming of 10 Game Mechanics



1. avoid the coming obstacle.









2. using rope for hanging, moving and changing direction.


3. Tangram - using seven pieces to make a shape



4. extending action.




5. slash something for releasing stress.





6. tracker beam - pull a object or player for processing or interrupt the game play.



7. move or push the obstacle for processing game.

8. stacking stuff to reach a goal.



9. changing level and story by player's decision.

  

10. charging energy for special move

2014년 9월 12일 금요일

[GAD] FPS Level Design.


Drawing on isometric paper


Polished it!



My level is going to be two different floors because I don't want to see the players get crowd and it could cause making various strategies on this level.

I am still thinking about the game mechanic beside just put pick-ups. I think it going to be jump pad but I will put it after I alpha test this level.

My story of the level is two different powers is going to fight for there goal, which is eliminate enemy power secretly. So, they are going to fight underground sewer, it is going to be complex and looks like maze.

It will be dirty, tight, and complicated to find way.

by comparison, ground floor is clean and wide compare to underground sewer.



I play tested my level with bots, I felt it is kind too small and hard to recognize my location, I was keep asking when I play tested 'where am I?' 'where I suppose to go?'

I am considering now about the scale of the level and I have to put landmark for notice my location.

2014년 9월 8일 월요일

[GAD 326] Multiplaye​r Analysis





For the this project, which is Multiplayer Analysis, I chose the game 'Sudden Attack'.

Actually, I want to do analyze 'Modern Warfare 2' but that is very famous and I thought someone going to analyze level.

1.Game Overview

This game is made by 'GameHi'(now Nexon take over it.) in 2005.
I want to say this game copied everything from 'Counter Strike'
(Especially, modeling and game system.)
But it became the top FPS game in Korea because 'Counter Strike' was going to be serviced in steam which made hard to play in Korea.
So, that is it why this dead copy is the top FPS game in Korea.

It made in Jupiter Engine(A.K.A Lithtech Engine)



In this game, 'Warehouse' is the most famous map which player play.


2. Setting : It is a warehouse in present era. I think there is no background story.

3. Environment : In the warehouse ,which is kind of small, containers are massed up, this place has normal interior lighting.

4. Sections : After player though out the door, player could see the enemies in a few seconds. The enemies shoot the player between containers and there are various way to reach to encounter place, player should keep eyes on everywhere.This map is small but containers are placed very well to make various strategies.




This is the movie clip I found in youtube



This game will be coming out in Unrealengine3

2014년 8월 26일 화요일

[GAD 326] 1. Analysis a platformer game

I chose the platformer game to analyze is 'Exit path' 
The reason why I chose this game is easy to play but hard to master.


In this game, they are using only 5 keys for playing. Also, it has tutorial level! So, very easy to play.



This is the merged screenshot of stage 1 through 9. In stage 1 through 3, they explain the how to move and how to use special move. In stage 4 through 9, they shows which obstacles are in this game like saws, swinging axes, spikes and chasing laser beam. 

While I played this game, I could feel the level going to be harder and trickier. however, If you have a sense of timing, you could clear the level easily. 

  


This is the image I simplified to recognize which mechanics and obstacles are placed. 




Here is the play video.

2014년 8월 25일 월요일

[GAD 326] (WIP) Platformer level design.

140826 Platformer level design.

Before designing the platformer level, I think about what kind of platformer level I want to make. 

So, I recalled my memories about the game I played and movie I watched.


 










3 years ago, When I played "dead space", I felt fear and pressing from the space.
I thought I will be really nice to make in platformer game because, it will easy to make a scary and stuffy mood and urgent situations in limited area in spaceship.





 These are two movies I was impressed after watching, those movies shows the lonely and desperate mood very well.




These photos are exterior and interior of the ISS. I just Put these pics for reference.



This is the level I designed, I tried to design simple and interesting.

The core mechanic of the my level is the 'Zero Gravity' room which has a hole in the spaceship and it absorb stuffs to release to the space , every stuffs are moving super fast, and when the player got hit, player will die. 

Redraw lines and make it clear. 


Used illustrator for make it easy to see what kind of obstacles and mechanics are placed.