Saturday 10 May 2014

Refectory Project - Game Design


Now for my favourite part, the game and environment design. Being the lead designer I came up with the majority of ideas in the design document, however also very much enjoyed working with other people to design and flesh out some of the ideas, this was perhaps my favourite part because I learned from them in the process.

Here are a few of sketches and notes that I made throughout the design process. I did not scan all of these in as a lot of it can be seen in the design document.


Below is a design document of all the different ideas and environment designs that we came up with, I will list other people's name wherever I remember being helped.

The main idea of our version of the refectory was to create an environment that people knew, they would be able to do all the things they usually would there, such as play pool, but to then go beyond that and put things in through environment interactions and mini games that they would not usually be able to do, such as through things around the room, play hide and seek, or play basket ball with the recycle bins.

Here is a link to a PDF of the game design document, also found on the submission disc.
https://googledrive.com/host/0Bzo0UfEzLxYedjVDcnpNbkNxSVE/GameInteractions.pdf

Overall I did surprise myself with the amount that got designed ready for the game, and how it would all fit together. It was just a shame that, just as with the sounds, most of it did not end up in the final build. The main difference between this and the sounds is that I feel like this was very worth while practice, I developed skills, learned from others and pushed myself into thinking of many different ideas and thinking of how it would all make the player feel. When I later created the design document from all my notes and sketches, Martin outlined what kind of things I should think about and include, which helped me think even further.

One thing to learn from is what would have been difficult and easy to do, a lot ideas here are ambitious, especially the mini games. A few would have been quite easy to do, and some of the interactions would not mostly likely not have been difficult at all, however as we ran out of time most of these were left out.

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