Thursday, January 10, 2013

Getting prettier

Quick update with a progress shot of the level design:

Not to worry - I'll make it less busy! This is just a WIP screengrab straight from Illustrator.

I will paint over this in Photoshop later, to mark out the dark areas, because Illustrator doesn't play well with gradients (at least not the gradients and glows I need). I'll also make a dark version that shows the level when Otis and Fawn are apart.

Sunday, January 6, 2013

Demo level design (the non-pretty version)

I've been noodling on a level design, and I think I have enough for a blog update...

I want to do a cave level, for a few reasons:

1. They can look amazing and magical and lovely, with glowing mushrooms and dust motes and light shafts and water falls. They can also be dark and horrible and cold and windy and full of scary eyes and shadows.

2. I went here during Christmas and it was really cool! You had to wear a hard hat and you got to go down in a little boat and on the sides of the narrow, cramped boat tunnel you could see the little safety holes that the miners had dug. Eventually we reached a big cavern with stalactites and wooden beams and a "bottomless" pit with water constantly pouring down it from above. It was so cold it took me the rest of the day and many, many blankets to warm up, but it was totally worth it!

3. A cave is a nice little contained, themed environment that people recognise. "Reach the cave exit" is an easy enough mission.

4. Fawn and Otis could wear hard hats.

First up are two little sketches:


I then decided that Photoshop is a bad, bad place to do a level design, and moved over to Illustrator to make a grid-based version. I also wrote a little list of nice/neutral/not nice things you can find in a cave or mine:


Nice
Neutral
Not nice
Mushrooms - glowing

Mining carts
Bats

Crystals

Stalagmites/stalactites

Spiders

Light shining down

Boats

Light shining down (isolated)

Dust motes

Wooden beams

Eyes in darkness

Lit candles/lanterns
Buckets (lines)

Strange blind creatures

Plants (nice)

Waterfalls/trickles

Plants (not nice)
Nice glowing things
Mining tools

Strange glowing things


Water

Cave tentacles (?)

Tunnels

Skulls/skeletons


Mining cart rails



Rail switches


Ladders



I wanted to do some simple light/darkness based puzzles (caves being the perfect location for pitch black places) and make the player assemble a little lantern that can be used by the characters.



Before building the level I gave myself some distance rules. 
I've been wanting to give Otis and Fawn different abilities, to force the player to separate them, and decided to keep it as simple as possible: they can jump in different ways. Otis, being a little chubby blob with wings, can flap upwards and reach ledges above. Fawn can make long horizontal leaps.

I've also been thinking about the light/dark change...
  • Should the entire level change when the characters are close, or just the area around them?
  • Should the player see the whole level at a time or just a zoomed in version?
  • If they can see the entire level, and if the whole level changes when the characters are near each other, does the game become too easy?

Hopefully the demo will answer those questions. For now, I'm going with the concept of the entire level being shown to the player at all times (like Machinarium) and that it all changes if the characters are close to each other. Whether or not this is fun or too easy will have to be decided later. The joy of prototyping!


Here's the level layout:
...I told you it wasn't pretty! However, it is enough for me to start building the level. But I'll probably paint over it in Photoshop and storyboard the entire thing just for the sake of my portfolio.


The mine 
This level is set in an old, derelict mine. The ground surrounding the tunnels has collapsed and the couple must venture into the caves in hope of finding another way forward. 
Sunlight shines in through the top parts and a river runs along the bottom. Forgotten mining equipment, strange plants, glowing mushrooms and old wiring systems can be found throughout the mine. Some areas are permanently dark, regardless of how close Otis and Fawn are to each other, and full of shadows and staring eyes... 

A.        Flower cave 
Light, first visit
This cavern is full of strange, pretty cave flowers . They are all closed. Otis and Fawn can hug to make them open, revealing a key in one of them. However, the flowers close as soon as the hug has ended and the key can't be picked up; a permanent light is needed. Cracks in the ceiling can be seen.
Dark, second visit
The flowers have turned to creepy tentacles! No interaction.

Light, second visit, with dynamite and lit lantern in inventory
Place the dynamite in the wall cracks and light the fuse with the lit candle from the lantern. This blasts a hole in the cave roof and light shines in. The flower holding the key opens permanently. Fawn can jump across the gap to grab it.
Dark, second visit, with dynamite and lit lantern in inventory
The cracks in ceiling can’t be seen, and the dynamite can’t be placed. 

B.        Cavern with light switch and glowing mushrooms 
Light
Use the light switch on the wall to turn on the lights at B and C.
Hug to make the mushrooms glow brighter. (Bonus interaction; no impact.)
Dark
Pitch black, with a low glow from the mushrooms. No interactions.


C.        Dark cavern
Only accessible by Otis. Completely dark until light has been turned on at B. 
Light
The lantern is revealed and can be picked up. It lacks a candle. 
Dark
Eyes in the darkness - Otis is scared. No interactions. 

D.        Candle
Visible in both light and darkness, but is harder to spot in darkness. An unlit candle lies on the floor behind some rocks. It can be picked up. The candle can be combined with the lantern from C. 

E.         Gate
Visible in both light and darkness. Locked. Requires key from A. 

F.         Burning torches 
Visible in both light and darkness. Use them to light the candle from D and get a lit lantern. 

G.        Dynamite cave 
Only accessible by Fawn. Always dark without lantern.

 Light (requires lit lantern) 
A few sticks of dynamite can be seen in the corner of the room. They can be picked up. Use it at A (light) to obtain the key for E. 
Dark
This cave is pitch black without a lantern. Nothing can be seen.

I have started painting over the grid-based level in Illustrator, but I'll probably finish it off in Photoshop. There will be a light and a dark version of the level design. For now, here's the base, looking a bit less...square:

Tuesday, January 1, 2013

Extreme pitch makeover

First pass of pitch document (PDF).
Final version (PDF).

First of all, it was clear I had to sort out my font choices.


Above: the old cover (which, in my defence, wasn't quite finished).


Above: the new cover.

I ended up using a thick script in white for the headings and title, with a glow effect added to it to give it a more ethereal look. I also created a more interesting background image and let the clouds overlap the text slightly.

Next up was the flow of the document. It didn't make much sense, and even though I'd been moving the pages around through the entire process I wasn't happy with it. The flow was as follows, with one page for each topic:

1. Story
2. Game overview
3. Feature list
4. Main characters
5. Controls and inventory
6. Screenshot of game
7. Support cast and audio
8. Business model and future

I shuffled this around one final time and ended up with a MUCH better flow:

1. Game overview
2. Feature list
3. Story
4. Characters
5. Controls and inventory
6. Hugs and items
7-8. Level example
9. Support cast and audio
10. Business model and future

PJ had mentioned that if I added two pages to the document, changing it from 10 to 12 pages, he'd be able to help me print it as a little booklet. So in addition to a much improved and airier flow, I also have a brilliant little physical copy of the doc. Win!

Next up were the images; not their content, but their presentation. PJ suggested I get rid of the floating image boxes completely, and this made the doc about five million times better.

Above: what the first spread would have looked like with image boxes.


Above: the first spread, now with the images incorporated into the background. Much better, right? Yep!


Above: rather than turning the drawing of Fawn on the beach into a background image, I framed it as a polaroid. This allowed me to create another full background spread with the picnic image.

Using background spreads rather than single sheets was such a "doh" moment for me... Can't believe I haven't done it that was before. A full spread looks SO much better than a repeated image on each page.


Above: in my mind and in the old layout the screenshot didn't need any explaining. It was a mock-up image from the game, pure and simple. The controls were all crammed together and the whole spread looked quite messy.

However, PJ's 12-page requirement sorted this out!


Above: new spread with controls and abilities. The images got plenty of room, and I turned the old one-page background into a spread to get rid of the horrible mirrored-image-ness. 


Above: the level screenshot got an iPad as a frame and a little walkthrough. 


I don't think I've shown this spread before! It deals with important things like plushies and singing forest spirits. I've also made an inspirational Spotify playlist for the audio section, and this can be found here: Adore.

Next up is a little level design for the prototype. I'm SO excited to actually get to BUILD something...! Whee!

Ta-daa!

It's done!

I actually finished the pitch document during my last week at work, but haven't had the chance to update the blog until now. I'm well and truly proud of it!


Blitz have their own pitch department and it's lead by the most helpful person ever. I asked him for some feedback on the layout and armed with this I transformed the doc from a cute little pitch to a polished portfolio piece.


He even helped me print and bind it! One full spread is as big as an A3 sheet, so it's a really lovely and non-intimidating size. It is printed on a thick matte paper that makes the colours look incredible.

In the next post I'll go through the changes I made for the final printed version and show some before and after images...

Wednesday, December 12, 2012

Spirits and critters

Oh dear, no posts in here for ages! Dreadfully sorry...

So let's try to wrap this thing up as soon as possible, shall we. Right. I've been drawing little forest spirits for the doc, which is great fun!

Some doodles:



Final version progress:



 And here it is! Mee moo...!




Sunday, November 4, 2012

Updated screenshot

Phew! Finally finished the environment image, I think. I've changed the colour scheme, removed lots and lots of lines, simplified things, removed clutter, added some depth... Also threw in some mist, which may or may not show up very well. Hopefully it looks a bit less twee now.

Old image:



New image:

Friday, November 2, 2012

Updated characters image

The picnic-on-a-hill image has been tweaked based on Tuesday's feedback.

Old:



New:


I've simplified the basket and added some depth, as well as removed/toned down some outlines. Next up is the environment image, eeeek...