Hello!
David McCall here I am writing
my blog for the second half of my year course. I actually took this class
backwards believe it or not. This semester just like last semester I joined a
team of talented individuals, this semester I got to experience how it was like
in first weeks of establishing a concept for a game from the very essence of
where it came. I got to experience as an individual what game console we were
presented and was able to experience off hand how I would approach the pitch to
my game.
In the beginning of the semester
after we were told that we were going to create a game for the PS VITA, I knew
right off the bat that I needed to get familiar with what games were already
out there and see what kind of control scheme i wanted for the game I had in
mind.
The
PS VITA is a handheld game console manufactured and marketed by Sony Computer
Entertainment. It is a successor to the Plantation Portable as part of the
PlayStation brand gaming devices.
During the process of having to
pitch a game each student in the class had to come up with an idea that they
wanted to create on the PS VITA. Each member left and came back with fantastic
ideas, our mission was to to learn how to pitch a game and learn how to keep
our audience excited with such little information.
The story behind this game was to
not follow the traditional norms of what we think is right and actually what
always seems to be the case but to take a leap behind the norms and branch out.

I wanted people to picture the movie
"Kill Bill", and think of the destruction that Female lead caused
destroying all the men that came in her way this is her Story alone not yours!!
After the pitches were done we were
told to vote on the games that we really liked and would like to be a part of,
the game I really enjoyed right off hand was the Drunken dwarf game because In
my earlier years I played NeverWinter Night's and roleplayed a Drunken dwarf
and would of had a lot ot bring to the table.
When i made the comet that had to be my most cherished piece, unfortunately i dont think it will make it in the game due to PS Vita's Rendering.
My ideas for games were very random
i was unable to establish a connection with the VITA as I did with the Xbox360
this game needless to say my ideas were an off shoot of what the class came up
with.
After grouping up and going through
our pitches together in a group I found that most people really like the idea
of the last game pitch i came up with which was "Special OP's Princess"
***SPECIAL OP'S PRINCESS***
The story behind this game was to
not follow the traditional norms of what we think is right and actually what
always seems to be the case but to take a leap behind the norms and branch out.
Special OP's Princess! You are tired
of being the damsel in distress you are tired of waiting for that "Knight
in Shining Armor", to come and save you, and you are suppose to
thank him for all the time you've spent locked up in this castle waiting for him.
Pfft'.. your thinking of a different kind of story, Specials Op's Princess
finds away to sneak out of the dungeon she is trapped and goes out gun's
a blazing till she fully gets out of that Hell hole herself.

I wanted people to picture the movie
"Kill Bill", and think of the destruction that Female lead caused
destroying all the men that came in her way this is her Story alone not yours!!
The pitch actually had a lot going
for me at the time, no one forgot my pitch but it just didn't have the visuals
as the other games that were picked which I regret not doing. I noticed
down to the last 3 games that were picked in the beginning pitch it already had
a "game mechanic" and some type of direction.
After the pitches were done we were
told to vote on the games that we really liked and would like to be a part of,
the game I really enjoyed right off hand was the Drunken dwarf game because In
my earlier years I played NeverWinter Night's and roleplayed a Drunken dwarf
and would of had a lot ot bring to the table.
My second pitch i really enjoyed was
Meteroid which later became "The Galatic Labors Union" also known as
G.L.U. this game was so fascinating, it took a more educational approach to the
galaxy with a mix of "Google Skymaps"
This game had something really amazing
about it and it was the essential game mechanic which was the use of the
gyroscope. I was taken back by how fantastic that sounded, I pictured everyone
playing that game and moving all over the sky scanning things and
destroying them.
Needless to say I jumped on that
project as quickly as possible and chose it to be my second pick if the dwarf
game was not picked. I came to class the next week and Roger and bob showed us
what teams were picked and what team i would be on for the rest of the semester
and i was extremely excited to see that I got picked for the Meteoroids team.
The group started out as two
programmers and two artists.
Kira Booth - The Lead idea and
foundation of where the game came from and programmer
Russell Canning - Programmer and
very hard working
Ryan Jiang - A Great Sketch Artist
and Character Modeler.
__________________________________________________
In this small group we wanted to get
something together where we could pitch work together to try and put
something together some of are concept art in the early peroids of the game was
like this:
We had a lot of ideas for concept
art that I put together which were very vivid and colorful...
We left the mechanics of the game up
to Russel and Kira and Ryan and I made models we wanted to see in our first
game sprint.
The first sprint ended up
being a 3D Skybox with meteroids inside of it where we would interact
with them and touch and make them dissappear.
Kira put together a full video
showing the movement that would be approached in the game on her GO Pro which
was pretty awesome and we also let everyone know that the D-Pad would be
useable as well.
______________________________________________________________________________
Our game was picked out of a group
of different games by the judge panels to create for the bigger aspect of
things, we were extremely stoked about it because we at one point didn't
believe that it would go that for and were happy, Roger and Bob had our backs.
Our group extended from 4 people to
10 people. the workflow reminded me of last semester where would have
continuous sprints to get things done and important stand up meetings to tell
everyone what were doing and working on and if we had any issues.
I was put on tasks which involved
modeling of Asteroids, making of sky boxes, and making comets. Also i looked up
information on what we could do and couldn't do on the Vita and came up with 50
names for our game.
When i made the comet that had to be my most cherished piece, unfortunately i dont think it will make it in the game due to PS Vita's Rendering.
I can't wait till next semester!!!





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