Production Project Session 4

SUMMARY

Role

Level Artist

Intention (SMART Goal)

By March 1, as a level artist, I will have evidence of making detailed and fitting to our game backgrounds and artwork by following 5 Steps To Gorgeous Game Art for Session 4.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Simple Mechanics

Cities

Expanding

Things to keep in mind

Sequence

Training Source(s)

Color

Shapes

Sound Effects

Game Feel

Organized Intention

Depth

Project Timeline

Make background art

Make a theme for the game

Make menu Buttons (Look & Function)

Make walls

Make level art collisions

Evidence of Team Planning and Decisions

Our Trello board

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

The John Elton Game

This is our game for session 4 game design

Skills Commentary

Slide Show

This was our slideshow for session 4 game design

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem-Solving)

During this session, I developed problem-solving skills during the time I was making the map suitable for the theme we are using. I created cool map features that have some relation to John Elton and his music.

Ways of Working (Communication & Collaboration)

Every day during session 4, I communicated with my team members to solve problems and develop creative ideas.

Tools for Working (Info & Media Literacy)

During this session, I used Unity, PixelArt, Trello, Mac, Team members, and Mr. Leduc.

Ways of Living in the World (Life & Career)

I developed team communications skills and solved problems by myself and by seeking help from an authority.

Reactions to the Final Version

-Bullet size could be bigger.

-Skeletons blend with the background

-More detail and shape to the boss

-Pixel art limits the game

-Text font limits creativity

Reactions are from Lin and Nelly

Self-Evaluation of Final Version

The game missed features we wanted to add in this session and parts of the game felt rushed. We wanted to implement turrets, and boss animations but it never got done.

Grammar and Spelling

Grammarly

Editor

Liam Skinner

Game Analysis: Among Us

Summary

I chose Among us because it is a simple video game that has many features in it. Among us is a multiplayer action packed game that I have many hours on.

Game Play Analysis

Formal ElementsTop down, arcade.
The BasicsAmong us makes you do tasks with players while an “Imposter” is trying to not get caught kill everyone
Name of the gameAmong us
The platformMobile, PC, console.
Time played (should be at least 30 minutes)+1hr
If you could work on this game (change it), what would you change and why?Making the game first person because that would be so immersive.
Players10-15
How many players are supported?5+
Does it need to be an exact number?NO
How does this affect play?More players make the game more challenging for the Imposter but easier for crewmates.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.MMO
Objectives/GoalsKill people either, Complete simple tasks.
What are the players trying to do?Survive while completing tasks.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Chase/Race/Escape
Rules/MechanicsThe game has this vision thing where you cant see from your characters view acting like light and shadows.
– you cant die
– complete tasks
-vote people out
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Start completing tasks
Vote people out, don’t die
Either the imposter’s win or the crew mates.
ControlsNOTES
What controls are used?Thumb stick, WASD
Was there a clear introductory tutorial?——
Were they easy to understand or did you find yourself spamming the controller?Easy Understanding
Resources & Resource ManagementNOTES
What kinds of resources do players control?Lights, electricity, comms, how many people die…
How are they maintained during play?If players don’t fix coms or electricity things stop working.
What is their role?Crew mate, Imposter
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)Emergency meetings, lights, comms.
Game StateNOTES
How much information in the game state is visible to the player?The game tells you your role, And your tasks.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?Players start by talking in the lobby then starts their tasks.
How does play flow from one action to another?Meetings when someone dies or when a player presses the button.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct conflict
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Theres no storyline
Does it have emotional impacts?Yes, mental breakdowns
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?
What is the gameplay like?
Is it effective?
Are there any points where the design choices break down?
Design CritiqueNOTES
Why did the designer make these particular choices?The game is an astronaut game making it look like a child’s game.
Why this set of resources?
What if they made different decisions?
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?Ip will be stealed
What about sound?Pretty good.
Can you spot any technical shortcuts?—-
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:You might be the imposter so start killing.
What challenges do you face, and how do you overcome them?Running from the imposter!!!
Is the game fair?People may leave so no.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Infinite
What is the intended audience?Grown Mature Men ages 30-40 (e for everyone)
What is the core, the one thing you do over and over, and is it fun?Talk. If on mobile it can be annoying but it is an important part of the game.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources