Thursday, 20 December 2012

Games Pitch

Christmas is looming so!~ For the sake of my poor tutors, papercuts peppering their hands from mulling through all the sketchbooks they receive at marking time I'm converting to sketchbooks online! Behold my blog is now hidden.

IoS System

The Pitch.


Research


Before running head first into creating a game with Stacey I decided to look at Apps already selling well within an App shop. For convenience I chose the iStore, as it was much better laid out and had their most popular games already listed. Looking at the top 3 of each I took note and looked at what trended and what kind of APP appealed in the selected category. 

The Android store on the other hand was set out:

Staff Picks 

Current Caller ID
World Series Poker
Bike Race Free

Trending

Finger Hockey
Indestructible
FingerPrint Scanner

Best Selling Games

Angry Birds (Space)
Asphalt 7: Heat
Granny Smith

Needless to say I feel that creating for the iStore would be a much wiser option both aesthetically and commercially. However its not through the store that the system needs to be decided on but the systems themselves! IOS or Android?


IOS or Android?



I was curious over what was currently more popular on the market. iPhone or Android as it would be sensible to create for one in particular, from there if we there was popularity present and a demand for the game cross to other platforms then we would develop it for Android, PC, iPad etc etc. So using the wonders of the internet I found a site which reviewed the IoS compared to the Android system and as of the 28th of September 2012 statistics show that in terms of Market...

ANDROID PHONES 52.2% 

iPHONE 5 IoS  33.4%

Androids sell better within the market, thats mostly due to the range of mobiles using the Android system compared to Apples solo range. 

Phone Review then suggests that A phone expert of Android loyalty prefers iPhone Apps to Android ones.

Why?

  • less fragmentation
  • developers receive payment
  • less piracy
  • more coherency in store
Creating for Android also means coding for 50 different screen sizes as its created to work across a range of mobiles. Finally in general lead developers create for IoS over Android!

(Source PhoneReview.co.uk )


In conclusion after presenting this lovely information to Stacey we decided it was best to create for IoS!~

Control types





After we had come to decide our System I researched into controls as there's no point creating something if the controls would not be applicable to it! There's some clever controls for Apps available so theres plenty of choice in game styles. 

APP Game Types


We'd decided our system and looked at controls, the next step for us was to look at Types of games we could create, and our audience. In theory with the audience games are more likely to reach a broader group of people however for the sake of the pitch and to show we're understanding our market we will be narrowing ours down to show we're targeting a niche market. 



The game we wanted to create however we both decided we liked the idea of an adventure/ action game which could reach the family initially.With that in mind we both spent time thinking about different kinds of games we'd like to develop so that we could compare and choose. 







Initial Game Ideas.


Croco Crunch



In which the player has to manoeuvre their crocodile for as long as possible without their crocodile imploding.

The path to end is not easy! It's littered with debris, some edible some not! Your crocodile has to get over these obstacles without eating them (aka not touching his snout to the wreckages) unless of course its something the crocodile would want like a leg of ham which will help your crocodile go on for longer.  Its an virtually endless game where you've got to get the furthest and in turn get the highest score possible.


The controls would be as if you were rolling your croc, so a tilt function or a touch and drag control would possibly work quite nicely.











Virtually Hidden.


A little different from what we were looking at but what about an app that lets you leave notes in the area your in? A wall looks like its got nothing on, but with the app if someone has used the app and left a message there the players phone will alert them there's a hidden message close by. You take the original persons message and leave another. The thing possibly needed for this is to try and monitor whats being left to both safeguard the game and the players. Making sure no one is abusing the constraints of the game for illegal purposes/ leaving personal info etc.


Picture it


Instead of sending a text you can draw an image and send it quickly and securely to someone who also has the app install in a kind of quick picture manner. The picture can be created from touching or even on and android that uses a stylus (e.g. Galaxy note) 

Users would receive a user name of their preference and could see a list of who also had the app our of their contacts as well as Facebook or Twitter making it accessible from social networking sites also. This would be a private app between you and your chosen partner unless the players decide to share..

The user would also have a choice of block background colours and a basic set of colours to work from, so that there is less to program and quicker loading times onscreen. 

Particularly entertaining conversations could be saved and posted to your phone/ Social media platform of choice. So you can share your experiences on the app. It would not be for profit and be ran from donations received.

Linking up Ideas



In the end we decided on using Stacey's game concept of a colour cat with a lobster bib on that fights seafood enemies who are trying to steal the colour from the world. We both really liked the idea and decided it would be even more humorous and outlandish if colour cat carried round a kitchen knife despite the face she has claws and fangs. At this I drew a pretty basic biro drawing of our cat which Stacey seemed to like, despite this we decided to take CoCat away and create some concept ideas for her and run with our favourites.

COCAT CONCEPT ART



In the end we ended up with a  cat pretty much similar to how I drew her the first time in Stacey's notepad. I think in the end we decided that it's simplicity would appeal to the audience and also be simpler to animate and be recieved by the audience on a small device such as the iphone.

Stacey did some fantastic concept art for CoCat, which we did manage to incorporate into the final game design. Such as the rainbow eye'd black cat.






Enemies


We decided that Cocat should have 1 main enemy, and maybe a few different kinds of baddy that could be level co-ordinated. In response we decided to keep our old baddy the lobsters linear and designed 2 extra baddies to get some understanding of how the would look and attack our protagonist. We also decided 1 Boss was enough for now although Stacey wanted more it was decided that it was best to keep the concept simple for now.

The Lobsters were simple enough, we wanted them to have little moustaches, as if they were lamely disguised, to look at how they could act within the game I created some short repeat animations to understand how they could work. 

 Idle is to the left, just how the lobster could perhaps act when waiting for cocat to enter its attack zone.

To the right here could be a form of attack for the lobster, with a quick cut to the opponent its, simple and effective...

When hit the enemy would explode in a barrage of confetti.





The sky mice

Or as I've labelled them previous 'Dea-Mice' these fellows are designed for the sky level, I've tried to keep the design simple as on a small screen detail would hinder the appeal, they're also distinguishable so when they appeared you'd recognise they're the ones attacking you and not some sort of invisible force! 


The idea is when you get within suitable reach the mouse attacks with a long range gun, the cat will have to use a power-up (yarn) to make a boomerang to get the mouse, it will also appear only when CoCat is close enough to it.







LEVEL CONCEPT ART


This was the first Level that I created with the game in mind, mostly to gain an understanding of how We were going to layout the background and platforms as well as to test colours

Rusty Springs


We decided however to create 7 levels, 3 each and one final with I ended up creating (Mecha Level)

 Here are the 3 I created concept art and vague layouts for...


Salt Lake 



Sky Trail



Concept-  Woods



Lavaland


Mecha Level Concept/ Layout


Music


We decided that we'd got for 32-bit style music, Stacey found a good website that randomly generates it and in theory that would ideally mean we lower our budget.

Planning the Pitch

To help us create a good presentation I looked at how best to present a games pitch so that we could create our work to focus on what was needed and not get too caught up in what was unnecessary. 


- Present high level concept art first and one sentence to describe the idea. Start with the whole idea before going into the details. 

-Be professional, be serious

-Understand why we're creating the game, know the core game concept what elements support that.

-Know budgets, ask for  more than slightly comfortable with

- Timeline dates of completion (we estimated 6 months roughly)

- Look @Competitors (Angry Birds, meat boy)

-Find a specific target audience (Female/Male in the 20-30 bracket)

-Stay with your limits.

-Stay to the point.

-Business is business

-Tie it in

-Originality

-Prototype of game play is golden

-Joshua Dallman, Garage games

The Presentation


To help our client visualise our idea I created a presentation for us to use as a run through with our idea. Can be found below, it had our main points on each slide and only needed to expand on  them when we spoke in turn so that we didn't repeat or cause confusion.

video

Hindsight can be a wonderful thing and as such to make this more successful one of the many otherthings I'd of done in retrospect is I'd of checked my font wasn't going to revert to arial. :'(

Thursday, 22 November 2012

BAF 2012

We've got to start somewhere! So I'm starting this blog with BAF 2012.

"Whats BAF?!" You cry! "It sounds like the anguished cry of a posh man as he falls in the rain" Fear not, for its the abbreviation of a festival. 'Bradford Animation Festival' Which may I add is a fantastic venue.

BAF was amazing and I'm still reeling from my experience. Now some of you cool kids probably know what BAF involves and are rolling your eyes at my explanations but just so we're all on the same page BAF is talks, events and networking for all us animation involved folk. Thankfully this year I had the pleasure of going again and it did not disappoint. What follows is a brief description of all the magical things I got up to in the festive time!~

Student Selection


Kuhina got mention in this but it scared the bejeebers out of me. Probably its aim thinking back on it...


Professional selection



Oh god, some of the selection were hilarious. Tram and Moxie had to be my favourites in this!


Film for Children


these were all fabulous, my favourite had to be The Little Bird and the Leaf by Lena von Döhren (Switzerland) It was cute, funny and very easy to watch. I can imagine a kid loving it as much as I did! haha


Short Shorts

Pythagosaurus from Aardman and Una Furtiva Lagrima by Calo Vogele (Spain) had to be my favourites from this selection there was some really good work in though! 


LAIKA talk


I think I sat with my mouth open like an idiot through this. Led by Mark Shapiro we got to look at behind the scenes of Coraline and Paranorman. I knew how much work goes into stop motion, having done a project about 2 years ago with the whole armature sha-bang but I always end up being in awe watching the pros do it. (I had to go buy the music they used as well at the end. Its end credits from Coraline far too catchy.) 


D-Neg talk


This was amazing, led by Vanessa Boyce she guided us through the creation of the world of total recall, the amount of green screen was insane and how they worked with the director and problem solved or tackled the shot was very insightful. 


Aardman talk

The Pirate Captain model. Wrestled some big guys out of the way for this! haha


Will Becher was an absolute legend, the talk he did was probably the most indepth I've seen and he even did a live action demo! It was awesome to see the behind the scenes footage and how the did everything. It once again left me open mouth and slightly gormless looking. If he could see me he was probably slightly frightened by my awed staring haha~

Valerie Kausen in talk and documentary


It was a nice experience to see just an in conversation piece, Ms Kausen also is doing some very interesting work at the moment! The documentary was also very insightful needless to say it was cool to see some of the work of chuck jones and what not that she brought for us on the big screen! 

I also took part in Joanna Quinn life-drawing which was an inspiring experience and Ms Quinn was very nice also. I shall probably have to put up some of the drawings later (here or my website depending on how much I like them. ;-) )


Needless to say BAF 2012 and all the speakers has given me some motivation this year! Hopefully soon I shall have my website linked up to this shiny new blog and I can share more stuff with you amazabang homeskillets.