concept game pitch - PowerPoint PPT Presentation

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concept game pitch

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using magnetically-linked bombs, each ruin. must be fully surrounded with explosives ... long bomb: larger ruins will require longer chains of bombs to topple, ... – PowerPoint PPT presentation

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Title: concept game pitch


1
Circular Strife
  • concept game pitch

a game about blowing stuff up
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
1
2
what WE need
  • the idea needs
  • a compelling plot
  • enjoyable game-play
  • technically feasibility
  • to be artistically consistent and complete

cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
2
3
project ruination
  • do the job, and do it right
  • you are a freelance demolitions worker,in debt
    and short on work
  • opportunity knocks when a large companyasks you
    to demolish a series of ancient ruins
  • suspended in the air by ancient powers,you must
    take to the sky to do your job
  • using magnetically-linked bombs, each ruinmust
    be fully surrounded with explosivesto be
    successfully demolished

sample character sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
3
4
features/functionality
  • risky business
  • just like any other job time is money, and the
    faster and more efficient you work the better you
    get paid
  • you wont be alone other contractors will be
    flying with you to earn money for their own
    pockets, and activists to protect these ancient
    ruins from harm
  • a finely-tuned machine upgrade your demolitions
    flyer for better performance, and better pay!
  • style is everything show your skill and flywith
    precision and flair, finishing quicklyand
    leaving an impression on your client

a job well done
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
4
5
features/functionality
  • all in the details
  • all together now each bomb collected while
    flying connects to a chain of bombs dragged
    behind your flyer
  • around and around we go to set the bombs, fly
    around a targeted ruin and link the trailing
    bombs into a circle
  • lifes a blast once the bombs are linked around
    a target, seconds later they explode, leaving
    nothing remaining
  • long bomb larger ruins will require longer
    chains of bombs to topple, but using too many or
    too few will cost you time

sample flyer sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
5
6
storyboard
bomb pickup
bomb detonation
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
6
7
prototype
game screen mockup
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
7
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theoreticaljustifications
  • everyone needs a reason
  • the game-play is simple to comprehend, but
    potentially deep and challenging
  • technical implementation will be difficult to
    fine tune, but should be more than plausible
  • the story is simple and easy to grasp, allowing
    players to easily place themselves into the game
    world and share the successes (and failures) of
    the characters
  • combination of game-play elements will lead
    players to find more interest in the overall game
    experience

sample character sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
8
9
user description
  • you cant please everyone
  • expertise is a good thing players with prior
    game experience will find deeper aspects to the
    game, discovering richer game-play
  • something for everyone whimsical characters and
    stories, fast and exciting game-play, flyer
    customization, explosions . . . enough variety to
    make less interesting elements playable
  • maybe when youre older combination of game
    elements and whimsical style will find an older,
    more open-minded audience

cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
9
10
user testing
in progress . . .
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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shortcomings of design
  • plan for the best,prepare for the worst
  • advanced game-play elements require very finely
    tuned game mechanics
  • although the game is level-based, it has a
    potentially huge scope
  • game visuals and special effects may come off as
    crude and unimpressive
  • development time may prevent crucial story
    elements from being included, leading to an
    uninspired game

sample character sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
11
12
possible designexpansions
  • what more do you want?
  • identity crisis multiple, playable characters
    could be added, creating different playing styles
    and unique abilities
  • level creator players could create their own
    levels to challenge, share them online with
    fellow players
  • guns arent a toy addition of mounted guns to
    use for breaking up smaller ruin debris
  • no one likes flying solo fly with a friend in
    cooperative or versus multiplayer modes

sample NPC sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
12
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next steps indesign process
  • a man who knows what he wants
  • get a well balanced team (artists, programmers,
    designers)
  • begin immediate research into technical
    implementation
  • rigorously define and design in-game mechanics
  • test and refine early game-play versions to
    ensure game is both entertaining and challenging
    before including and expanding artistic elements

sample bomb designs
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
13
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thats that.
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
14
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