Tuesday, October 17, 2017

Brotherhood



In 2010 E3 released the trailer for Assassin's Creed Brotherhood.  The trailer featured different elements of gameplay and dynamic camera angles that would entice viewers and gamers to buy the game. As the trailer begins a date and location flashes in to inform the viewer of where the game is taking place. The date fades out into white as a map of Rome is shown to give the view an idea of the location's setting. The camera focus on the center of the map where the trailer's event takes place.

One notable camera affect that takes place during the trailer is the use of panning and slow motion. As the viewer is shown the antagonist of the previous assassin's creed game, the camera slowly pans over to another character who is unknown and the camera plays in slow motion to give a hint to the viewer.

Cesare Bogia
At the end of the trailer the viewer can see that Ezio, the protagonist, is outnumbered but is soon joined by other assassins as the camera zooms out behind him. The two sides run towards each other as Ezio leaps in the are in slow motion and the title flashes in.



Assassin's Creed Brotherhood E3 Trailer [North America]: https://www.youtube.com/watch?v=zzNs4-kRLaE

Monday, September 25, 2017

Brainstorm

Exploration Game: Brainstorming

The exploration games I've played have many unique and interesting qualities that separate them from other video games.

Successful attributes:
  • Experience
  • Unique gating mechanisms
  • Puzzles
  • Jumpscares
Inspiration:
  • Use of historic timelines
  • High rises
  • Wildlife
  • Technology
  • Going beyond reality/ Sci-fi
There were some instances in the game that made little to no since at all. Some things that could be better would include:

  • Proper objectives
  • TOO many traps
  • Gating keys


After brainstorming I started creating my map with a simple level layout with a few rooms and a different setting. I who would be in the hut and why. Were they kidnapped? Did they wonder into an old hut and get trapped inside? 

After receiving feedback I changed up my level size and kept the same location. There were more rooms that were needed so I crossed out all unnecessary pathways and rooms.

My next step was to map out the player's movements. Where would the player go? What happens if they go right instead of left? What if they go to the exit before finding a way out?

This is the draft with a few notes that would give me more insight to my game level as I tried to tie in my story with all the notes that I received from feedback.

Saturday, September 23, 2017

Monday, September 11, 2017

Practice

Custom costume for Captain Marvel

Perspective view

I wanted to draw out the level entrance to get a feel for drawing in a different perspective instead of a top-down view of the map.

[I would appreciate the critique so that I am able to improve my skills.]

Monday, September 4, 2017

Vector Map



Level Design Map

Doom -Knee-Deep in the Dead-  Nuclear Plant
If you would like to play and use this map here's a link to the game down below:

Link:

http://www.newgrounds.com/portal/view/470460

Level design

Doom takes place on Phobos, one of Mar's moons. The players play as Doomguy who must fight his way through undead and demons to escape. The level design for Doom forces the player to search for items by blocking pathways with doors that require key cards. Different levels also feature elevators and secrete door ways for that the player must find on their own by exploring.

There was an elevator that lead to a shotgun

I found a mini-gun 😈

The different buildings the player must go through

Sunday, September 3, 2017

Draft


A draft of my level map for Doom

I wanted to take the time and draft out the level as I played through the game. I've noticed the use of elevators adds on to the secrets and hidden passage ways within the game.

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Isometric sketches

A new year a new level design!! We are beginning to work on our gaming mechanics by creating isometric sketches of a weapon we might wa...