Jsja
Jsja
Akshay Venkataramanan
L6 - Game Art and Design
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Game Ideas
Blind VR Game
In this fired person horror game you play as character in a dark mansion and can't see
anything . The player must use his hands (USING LEAP MOTION CONTROLLER) to explore
the world and escape . The way you do this that there is a small light around your virtual
hands to simulate feel of touch .
Befor i started work on the game i did a trial of the technology that i'll be using .
The Leap Motion Controller had one limitation , It need the processing power of the PC
and Cannot directly be connected to the Mobile .
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After testing, i realised that even though the technique worked in theory the lag and lack
in the ease of use would make it impracticable.
Even if i removed the leap motion controller from the equation and used sound only the
equipment i needed to record Directional sound that is required in game was not
available
The only way that i saw to solve my problem , was to invest in a high end pc and buy one
of the vr headsets for the pc (Oculus Rift , HTC Vive).
I did not have the resources to invest in the above so went on to the next game
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Platformer
The game is a fast Paced side scrolling 3D platformer where the player has the power to
phase through walls for a short amount of time .
In the game the player is a person/alien who wakes up in a human research center. The
story is how the player escapes the place and the planet to find his ship to leave the
planet.
While Phasing The Character is invisible to both the Player and enemies in the game.
The player has a special power where they can Phase (Pass Through) certain walls and
object and is not effected by gravity. The player just moves in the direction he was
moving before.
While in Phase the player has no control over the characters movement
The Target Platforms:
The Target Platforms are Pc and console .Even thought there are many platformer games
for the mobile , most of these games have simple controls and don't depend a lot on
timing like my game .
And most games have only 3 controls up ,left and right.
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Games that have more 3 controls normally don't ask the player to use more than 2 at a
time .
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As my game was built around multiple controls being executed together and at the right
moment , PC or console was my only choice.
Prototype:
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Ater prototyping i realized that the game could not be completed alone by me in the
allotted time .
● As i am not a Game artist and this game would heavily rely on art the production
time would be increased and i felt it would not be able to finish it in the allotted
time
● I started my dissertation work after the prototyping of the game and realized the
amount of polish a game like this would take . Without this polish the game would
seame boring.
I would need more than the given time to get all the polish in .
I would either need more time or team of a few people to complete the game. Since both
the solutions were not possible i moved on to the next game idea.
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Color Wars
Colour wars is a tile based ,isometric game where you control a cube that has the ability
to paint tiles. One of the main challenge is that if you stop moving, you die!
It is intended to be a multiplayer party game in which you have to paint more tiles than
your opponent at the end of the timer to Win.
I had a idea and then went on to discuss it with my peers and teachers .
I used a long whiteboard to write down the all the variation of the game and did a paper
tests.
enhancement of the new design. It helps with the development process to move the
prototyping stage close to the start of the initial design process.
Another advantage that spawns from prototyping is the reduction time needed for game
development. Prototypes allow you to completely see the game, and the mechanics
become defined as much as possible during this step. The key idea at this point is to
focus on one main idea at a time. Your prototype should test one specific aspect of your
design, and this is usually the core mechanic, or the "hook" of your game
When you are able to present users with a prototype, it gives them the opportunity to
test the actual game. This allows them to provide feedback and suggestions based on
their observations.
After prototyping the game i showed it to my peers , teachers and some Industry
professionals and they all seemed to like the concept and the game .
I had also had a custom tool in place for the game that would allow me to rapidly create
maps .
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As the game was more Mechanics and GamePlay based than art, i as a game designer
could more focus on the game play and game feel of the game and show my skills as a
deininger.
The Map Design could dramatically change the feel of the game. This game would give
me the opchunarty to learn about level design and game polish.
For the above reasons i choose Colors Wars as My Final Year Project .
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Platform
I thought of multiple platform before selecting PC include Mobile and final chose PC.
The reasons for selecting PC :
● The controls are one of the main part of the game and and even though the game
would work well on the mobile form a multiplayer point of view the controls are
more important part of the game
● If the game was on the mobile the coding involved in getting a low lag gameplay
would take more unnecessary production time
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Art
“As you may have considered, the concept of minimalism is of great
importance for video games because video games are one huge part of them
just communication. Video Games are always of interactivity (richest form of
communication) and most of the times about entertainment (taking as
exceptions serious games and other similar forms of games). So now it leaves
us with the question, why is simplicity more effective in communication and
how can this simplicity be achieved?
For this first part in the minimalism subject I will just summarize some of the
ways in which simplicity can be achieved and will explain them in the next
parts. The characteristics which can be enhanced from using minimalism as a
design philosophy are the following:
- Strong Stories: stories with a coherent plot. The main subject of the story
should be easily recognized by the player. Characters have strong
personalities and its actions can be associated with the player's expectations.
- Centered Design: the design is centered in special features. All the game
components act as a whole to enhance the most differentiating
characteristics. ”
(http://www.gamasutra.com/blogs/GabrielLievano/20090813/85150/Less_is_More_Minim
alism_in_Games_Part_I.php)
The Basics
The general purpose of minimalism in game design is to accentuate a game's
specific elements by limiting the scope or detail of the other surrounding
elements. For a simplified 'real world' example, imagine wearing a blindfold to
place a greater emphasis on your sense of touch.
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Aesthetic Design
The visual style of your game is incredibly important. A single screenshot is
often a potential player's only first impression, so it's vital that your game is
readable at a glance. Minimalism can both help and hurt you in this regard
due to the possibility of abstraction, so be careful.
Below are a few ideas to get you thinking about ways to introduce minimalism
into your aesthetic design:
My Thoughts : being a party game and based on paint i can use the
colour to provide the required feel, this needs more research to be done
on colours and how to use them
Using Simple shapes other than complex one. As my game is more
focused on the mechanics than the story, Characters shapes like a Sphere
, Cubes etc can be use as it will not infringe on the narrative .
Having a minimalistic HUD can also helps allow for more emphasis on the
game play.
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Mirror's Edge
The city that the player runs around in is full of bright, sharp edges and
the buildings stand like white monoliths against a blue sky.
Rather than following screen-cluttering HUD elements, players are instead
led through checkpoints by running towards certain actionable
environmental objects that have been painted red.
Thomas Was Alone, by Mike Bithell, is a game that you will never
understand just by looking at screenshots. On the surface, Thomas Was
Alone appears to be a typical puzzle platformer with simple, polygonal
characters devoid of personality. What lies beneath that minimalistic coat
of paint is a deceptively deep and captivating experience full of character.
Monument Valley
minimalistic art and the end point is clearly indicated by a flag and which
is simplistic and effective
Tiles
The tiles shape and form affect both the mechanic and the look & feel of
the game.
I wanted to show the individual tiles without show broad lines . As the
game is based on print and color the lines will break the feel of the game .
For this i decided to use a halo in the cube textures itself which allowed
player to differentiate between the tiles without noticing it much.
At the start the tiles thin but my peers felt the something was off and felt a
floating feel in the game so i increased the thickness of the tiles to give a
more grounded feel .
Before
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After
For the painted tile i first just had them change colour , but it didn't
actually give the feel that the tiles was painted , Especially for the ones in
the edges and corners.
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I added a splash type of effect to the painted floor tiles to the paint
splash feeling to it
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Character
I wanted the character to be simple and havre reason to its form and not
just some random character that looks good .
While doing case study for my dissertation i realised that animation can
completely make or break a game.
As i am not an animator i wanted to find a character that can give the
same feel of a well made character with minimal animation .
As the game is fasted paced long animations can be use as this will hinder
the pacing of the game or make it feel completely off.
The game is tile based to there is no to have characters that are humanoid
in shape .
My game is tile based game and the movement will be in fixed steps and
the time between steps will be very less. Unlike a game of digital chess
where there is time between the movements to completely play out a
smooth movement animation for the above reason i did not consider a
characters like vehicles, sphere, or any other moving objects as there will
not be enough time to play out the animation .
As the tile are in the shape of a cube i started experimenting with
characters which are simple Shapes as it also fits the minimalistic art of
the game.
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Out of all the shapes i tried, i went back to the cube (in prototype)
seemed to fit best.
● It need very little animation if any
● The tiles being a cube in shape the character fit perfectly .
● The movement fit perfectly to a cube as the character moves on a
square grid .
The size of the character needed to be a little smaller than the tile can be
seen when the player is standing .
I also rounded the edges of the of the cube to give a soft feel that fits
better with the fun party feel of the game.This is a small change but
makes the feel better , even if the player does not recognise it .
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Rough Sketches
I Choose to keep the glass design as it add more depth to the character as
rest of the character was just lines.
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I tried new eyes but the eyes looking in a specific direction makes the
character in the game would look odd.
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I tried different emotions in the character faces and choose the funniest of
ones for the character (All char in Art Bible)
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I have also been experimenting with 3 Objects that over lay on the
Cube character other than just 2D textures .depending on how play-
Testers react i will continue with this .
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Background
The Main reason for the gradient being there other than plain flat colour being that it
helps our eyes and brain feel a sense of 3D space .
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The Main reason for the gradient being there other than plain flat colour being that it
helps our eyes and brain feel a sense of 3D space .
So i wanted to use this gradient to make the tiles visible without it standing out too much
.
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UI/UX
I wanted to do a simplistic UI that matched the game’s Minimalistic Art Style.
I Firsted Decided the UI/Menu Flow and later Went on to design the Actual UI Style .
These are the few of the initial rough Sketches i did for the UI before Choosing One the
final one
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Final UI Outlines
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UI Buttons
Based on the blocky minimalistic art style of the game i chose this style for the UI
elements.
All Buttons Change colour when the cursor hovers over it and the colour of the button
was decided depending on it function . Exit--->red ,Resume -->Blue, and so on.
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Color scheme
A color circle, based on red, yellow and blue, is traditional in the field of art. Sir Isaac
Newton developed the first circular diagram of colors in 1666. Since then, scientists and
artists have studied and designed numerous variations of this concept. Differences of
opinion about the validity of one format over another continue to provoke debate. In
reality, any color circle or color wheel which presents a logically arranged sequence of
pure hues has merit.
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There are also definitions (or categories) of colors based on the color wheel. We begin
with a 3-part color wheel.
In traditional color theory (used in paint and pigments), primary colors are the 3
pigment colors that can not be mixed or formed by any combination of other colors. All
other colors are derived from these 3 hues.
These are the colors formed by mixing a primary and a secondary color. That's why the
hue is a two word name, such as blue-green, red-violet, and yellow-orange.
Color Harmony
In visual experiences, harmony is something that is pleasing to the eye. It engages the
viewer and it creates an inner sense of order, a balance in the visual experience. When
something is not harmonious, it's either boring or chaotic. At one extreme is a visual
experience that is so bland that the viewer is not engaged. The human brain will reject
under-stimulating information. At the other extreme is a visual experience that is so
overdone, so chaotic that the viewer can't stand to look at it. The human brain rejects
what it can not organize, what it can not understand. The visual task requires that we
present a logical structure. Color harmony delivers visual interest and a sense of order.
Color Context
How color behaves in relation to other colors and shapes is a complex area of color
theory. Compare the contrast effects of different color backgrounds for the same red
square.
Red appears more brilliant against a black background and somewhat duller against the
white background. In contrast with orange, the red appears lifeless; in contrast with
blue-green, it exhibits brilliance. Notice that the red square appears larger on black
than on other background colors.
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If your computer has sufficient color stability and gamma correction you will see that
the small purple rectangle on the left appears to have a red-purple tinge when
compared to the small purple rectangle on the right. They are both the same color as
seen in the illustration below. This demonstrates how three colors can be perceived as
four colors.
Observing the effects colors have on each other is the starting point for understanding
the relativity of color. The relationship of values, saturations and the warmth or
coolness of respective hues can cause noticeable differences in our perception of color.
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Before i Started to Select the color scheme for my game i wanted to research about what
colours are used in games based of colours.
Ink
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INK is a fast-paced platformer about using colorful paint to uncover your surroundings. Defeat all enemies in
the room and reach the goal! However, the terrain is invisible, so you need to discover the terrain by
physically bumping into it, by performing a double jump or dying.
My Thoughts : I tried the game and What i realised is the game always use vibrant colours and on a dark
blueish colour.
As the game is based on not being able to see the world without interacting with it the dark blue Background
fits very well.
Splatoon
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Splatoon is a third-person shooter video game developed and published by Nintendo for the Wii U,
which released worldwide in May 2015. The game centers around characters known as
Inklings—beings that can transform between humanoid and squid forms, and hide or swim through
colored ink sprayed on surfaces using gun or brush-based weaponry.
My Thoughts : UnLike INK Splatoon Uses White-ish Backgrounds(Buildings), one of the reasons this works
is that the game is in 3D Gradients can help in defining the 3d objects .
Just Like INK, Splatoon uses Bright and vibrant colours. When the ink/paint feeling like a thick liquid than the
thin light feel in INK
Hue
Hue is a vibrant, award-winning puzzle-adventure, where you alter the world by changing its background
colour.You need to use this Machanic to slove the puzzles .
My Thoughts :The game uses color in a very different way compared to other games , Other u being able
to paint items you switch the secondary colour of the world ( the primary being black )
● Bright Vibrant secondary Colours that are used to define the objects in the world .
● Black (primary colour) Background .
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I want the games colour scheme to invoke the the Fun-Party like feel.
“It's obvious that not all color schemes are going to look visually
appealing with every single game's theme. A color scheme should
be used to strengthen the mood you are trying to convey.
Picture a horror movie: the scariest scenes all take place in a dark
environment or at night. That's because dark colors convey a
feeling of unease. So if you were to make a horror game, you
probably wouldn't pick hot pink as the dominant color of your
game; you would most likely choose a monochromatic or custom
Emotion
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”
different colors. Each has a distinct mood..
“In addition to making games recognizable, color can also help convey
its intended audience: for example, brighter colors are used more in
casual games, while more nuanced colors are used in core games. ”
Identifiers
Color identifiers (also known as glyphs) are used to group and separate
game elements, such as differentiating players, in game characters and
in game areas. ”
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Plus it is easy for imagene fresh paint on a white wall/floor than on a dark
wall.Problem being that if i use a white for the background and floor the
player might not be able to differentiate between them. I use a gredition
in the background and floor to solve this problem like the BG in
“Mekorama”
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Mechanic
I wanted to create a unique simple and fun mechanic.
For the tiles , I first locked at different shapes of tiles used in games.
1.Hexagon
This is the most common type of tiles used in tile based game mostly
used in games like strategy games , turn based etc ast hexon gives more
control over direction.
2. Square
This is the second most common type of tile based game and is mostly
used in puzzle games .Even though the it constraints direction it is a simple
and easy understand .
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3.Triangle
This is very rare as the the grid is very constrains in terms of direction
and a very few puzzle games use it
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.After some experimenting i chose to use the square tiles as the keys?
controls alove for easy 4 directional movement . The Hexagonal tiles is ideal
for point and click mechanics but it is difficult to get this movement through
key board and point and click is slower.
I developed the game Future and after a reviews from peers ,teacher and
industrial professional i refined the game mechanics and rules to what it is
now .
I wanted the game to be Fun for the players to play.
● The game is tile based and the character in the game sits on top of a floor made of
individual tile.
● The player can move in only 4 directions front , back left and right
● The player can't stop moving ,if he/she dode he is losses the game immediately.
● The player has a limited amount of pint and each time the player paints a floor tile
the player loses some amount of paint .
My Thoughts : at first i thought that that the button clicking might get irritating so i
tried a version of the game where the player could hold a direction button other than
tapping it but it turned out that people actually like the rapid tapping so i changed it back
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Re-paint mechanics
If there is a tile in the enemies colour and the player tries to paint it in his colour the tile
will first change to neutral colour , the player must then repaint the tile to paint it in his
colour.
In doing so the player loses twice the amount of paint than normal and will spend
twice the amount of time.
Paint Collection
To re-fill paint the player must go to special floor tile called “Paint Buckets”.
Paint Buckets are common to all and don't have a specify colour
Once on the paint bucket the player's paint level moves up and down and the player
must hit a certain button to select the level of paint , this is simulate to the power bar in a
lot of games. ( Mostly games like golf, cricket etc where the player must select the power
in which the ball must be hit).
The player can't move until he selects the amount of paint he needs .
My Thoughts :one other thing i changed is other than the player pressing a certain
button, the level of paint is decided on when the player leaves the Paint Bucket the
reason for this being that the button pressing was breaking the flow of the game and the
many players just wanted to pass through the bucket and not stop there .
If any player stops the player is out of the game .If it is a 2 person game the other player
wins no matter the amount of paint the player has .
When the timer gets over the player with the most tiles in his colour wins.
My Thoughts :
During the game testing i realized that the game gets boring during mid-game ,
People complained about the game sections being too long .
Previously the timer was decided depending on the no of tiles in the Map
Eg: if there are 40 tiles in the maps
Timer = 40 X 2sec(time for each tile)
80sec
But i turned out that, While this worked for smaller maps the play time for the bigger
maps starter to get too long therefore i decide to have a max time limit - around 30-40
sec ,requires testing.
Also players like the maps with more Pillars (Blocker) than the plain one even though i
thought large open maps might be preferred by the players
Some of the others ideas to get over this is :
Powers that spawn and on collection give special power ups .
○ Paint 4 tiles at once
○ Can paint over opponents tile directly
Dynamically change the map ( Pillars that move you and down)
The player can't move on a neutral or opponent's tile if he/she runs out
of pain.
when the player has no paint he/she can move only in their colour .
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If the player runs out in the middle the player must go back and get more
paint.
This add slove the problems of all players have the same movement speed
.
Player can cut off opponents access to paint by braking the players link to
the previous checkpoint but in the player must leave his track and spend
more paint which puts him/her in the danger of running out of paint.
My Thoughts :
The reasons behind the checkpoint machanic be in that the movement mechanic
of this game type being that the players have the same movement speed. This
creates a prob with race type as it depends on one player being faster than the
other.
Player having to go back to get paint adds difference in the speed as players should
decide if they want to go empty the paint reserves and then fill or keep toppling
their pain level up. And the counter for this again adds a new style
My Thoughts :
I felt can't move on a neutral or opponent's tile if he/she runs out of pain and
can move only in their colour mechanic was a real good one would
completely change the way the game is played where the classic type of the
game was all about brute force this game type for ces the player to think
and play and encourages defencive play
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Other
Close games (in party game types ) are also more fun than a huge leads so the game is
built around trying to get this feel .
So i am trying to balance the paint leaves and no of tiles , no of pillars , timer to get the
perfect feel
The game feel that i wanted the players to feel was a Happy -Fun - Comdy .
Something like Mario Cart .
Being a party type game it is all about fun multiplayer games .
To get these feelings :
● I kept the game fast paced so that the players kept moving and there
is no make mistakes that make for some fun in game events .
● I am designing the character in to be funny cartoon character faces on
the top of the cube .
● The Theme of the game being bright and filled with vibrant colors
further helps convey the fun feel of the game
Level Design
Each level in the current build of the game is leads different play type from fast paced
button mashing to strategy to a fight over movement space.
This is so that i can evaluate Which playtype?maptype is more fun and why so that the
final Levels can be more fun .
For the level design i used the custom tool to create level on paper and convert them into
digital forum .
Overlay the designed map on a 10X10 Grid and number the tiles according to the key
below .
Type ID Number
Empty 0
Normal tile 1
Paint Bucket 2
Piller 3
Then note down the numbers starting from the top left
Enter this code into the tool
Eg:
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0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 2 0 0 0 0 0 0
0 0 0 1 1 1 1 1 0 0
0 0 0 1 1 1 1 1 0 0
0 0 0 1 1 1 1 1 0 0
0 0 0 1 1 1 1 1 0 0
0 0 0 0 0 0 0 2 0 0
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0
Target audience
I have designed the game to appeal to large and wide range of players .
As a party game the target audience for my game is players of all age.
My game's Target audience is similar to Mario Kart games .
Both Are for indie developers Platforms that allows Developers to showcase
their games and get funding to further develop their game.
Both also Act a Marketing platforms in 2 of the biggest gaming community
and platform, they have the ability to reach a lot of gamers and get a lot of
exporecture for your games .
I also plan to pitch the concept in Conference like NGDC(Nasscom Game
developers conference) to get in touch with potential investors and make the
game know in the gaming community.