Looks like I finally decided on a place to hold and show my game design work. A little bit of backstory on me is in order. I've just graduated from Full Sail University with my Bachelors of Science in Game Design. Over the course of the last three years I've developed game concepts, written some world creation stories, created game levels, and a few full blown games.
Let's start this out with a video of my final project for school, this was a project that myself and two others worked on for the last three months of school, the project went through several different iterations and several different play styles before being completed. When we first started the project it we had in mind a Contra style side-scroller with some more vertical elements to it. We wanted to include mechanics like a grappling hook for players to use to traverse the environments however as the project progress we decided to change direction with it and create something more similar to Jetpack Joyride where the player would need to be contiguously on the move and speed would be increased as they progressed.
Due to the nature of the game changing there were weapons and ideas that hit the cutting room floor so the beginning of the video shows some tools and weapons that were not included in the final version of our game and the video is shot with "God Mode" on to show off some of the level design of the game. Later on I'll up load a play through and download link for you to experience the game first hand for yourself. Until then enjoy!
I should take a moment to note here that the commentary during the video was aimed at students coming into their final project so they would know what to expect and what to focus on before their final three months.
CobaltDesigns FinalPresentation from Jason Rowell on Vimeo.
A link to the full game can be found Here.
Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts
Wednesday, January 1, 2020
Tuesday, October 2, 2012
Assets, Mk II.
I've spent the week working on some more assets for Miskatonic and am getting more and more the hang of 3DS Max. Still not doing anything overly complicated with it and still aren't completely happy with everything that I'm producing but it is starting to get there and I am becoming a bit more comfortable with it and with how to texture the models after putting them into UDK. I've been using a program/plugin for Photoshop called xNormal which so far has done amazing work with every texture I've thrown at it to create a normal map for. Some of the following shots I'm really happy with, the books and the Lament Configuration, others not so much, the trophy and lockers for example. I believe they will be getting revisited later on.
Tuesday, September 25, 2012
Assets
I'm going to preface this post with A 3D modeler I am not, there not that that is out of the way, I've been working on some assets for Miskatonic University because open empty halls and rooms are well, boring. I've starting to grasp 3D Studio Max a bit more confidently than I had in the past but I'm still working with very basic primitive shapes and minor modifications to them. Textures in 3DSM are starting to come along but I still run into issues with UDK not wanting to import them correctly, I think I've finally figured a way around it which has worked once, I've had other methods work once for me and never again in the past however so it still remains to be seen how well this method holds up. Below are some of the few things that I've modeled so far.
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| A nice dark imposing desk |
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| Curious about what's behind the door? |
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| Trying to keep a 1920s feel to all of the assets, found a few locker types this one seemed the most flexible. |
Thursday, September 20, 2012
Miskatonic University Update 2
So it has been a little over two weeks since my last update, got to start keeping this thing updated a bit more, which may have become a bit easier now. On the one side of things loosing a job is never easy on anyone, but it gives me time to work on my portfolio and money isn't terrible at the moment. So I've been busy working on Miskatonic and running around some other back burner ideas in my head. I think I've finally gotten the normal map issue with the textures sorted out. I started using a program called Normalx (Thanks for pointing me in this direction Jeremiah) and it seems not only to do a much better job than the nvidia plugin I was using but it is a lot more straight forward as well.
So without further ado some updated Miskatonic University shots.
So without further ado some updated Miskatonic University shots.
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| Front entrance, not completely happy with that concrete texture. I think I need something lighter here |
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| Looking in the front door. |
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| A look down the first floor corridor. |
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| Second floor, just some work lights in place. |
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| A look down into the library from the third floor balcony. |
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| Over view shot. Still missing some floors and the clocktower. |
Saturday, September 1, 2012
Miskatonic University Update 1
I've done a bit of work on Miskatonic University recently and figured I was far enough along to show a few in progress images. It isn't anything major yet but the first floor is laid out and I've begun experimenting with some over all textures, I'm happy with the floor texture the red brick texture needs some work, the normal mapping is giving me some strange black outlines. Anyhow on to the images!
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| Shot from inside looking down the main hall. |
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| Shot from outside looking up the front steps |
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Thursday, August 23, 2012
Diablo 3 & Game Motivation
With the release of Diablo 3 earlier this year
Blizzard/Activision answered the dreams of gamers for the past 12 years.
Unfortunately it seems that dream is slowly spiraling down into a nightmare.
When Diablo 3 was released gamers surged through the content at a pace that was
at best unexpected. Through the increasing difficulties and gear drops the
world first Inferno mode Diablo kill came just over a month after the game's
release, despite complaints among players about hitting a wall and having to
farm for hours to find gear needed to progress.
While recently there have been patches and additions to the
game there has been a lot of public backlash against Blizzard with the way that
not only the game has been handled but from public statements made by some of
Blizzard's employees and a mess with overzealous forum suspensions. While these
things don't directly affect game play they reflect badly upon the way that
Blizzard has handled the fallout of poor game motivations and bad game balance.
When designing a game there are specific motivators that
keep gamers playing. Content, challenge, rewards and story, each of these come
together to create and experience for players that should be engaging and
rewarding, Diablo 3 is an example of how when one or any of these aspects is
missing the game feels incomplete or at best broken.
Let's start by taking a look at how Diablo 3 addressed
content within the game. I played through Diablo 3 on the beginning normal
mode, through all four acts and finished it at sometime under 19 hours.
Including the time it took to farm the items needed to unlock the hidden area
"Whimsyshire", and I thoroughly enjoyed the time it took me to run
through the game the first time through. However Diablo 3 is setup so that once
the game has been completed on normal mode the next tier difficulty unlocks and
the player is asked to play the game again, their only rewards for doing so
being better gear and harder creatures to fight. This harder tier adds
absolutely no new content for the player to experience and for those people,
like myself, who play games to see the content that was created have no
motivation to continue playing.
Diablo 3's challenge aspect is something that worked early
on in the game, normal and nightmare modes were fair, the challenge ramp up
through the acts felt even and smooth and there were times that when I died it
felt frustrating at points but never did it feel like it was an unfair death. I
always felt that if I approached a situation or particular fight differently
that I was able to overcome it and move on and 90% of the time that was
absolutely correct. Never was there a point where I felt like I had hit a brick
wall and could not progress. As the later difficulty ranks of Diablo 3 were
unlocked, hell and inferno, that no longer became the case. Players now need to
spend hours and hours collecting drops in hopes that something that would
increase their stats enough for them to move forward would drop so that they
could progress.
Loot drops have become the reason to continue playing Diablo
3 for many gamers. The reward of finally being able to move to act two or three
of Inferno mode so that they can continue to grind for different items and
collect new rewards is the biggest motivator of continued play from people that
I know still playing the game. While there are several reward systems in Diablo
3 including gear, gold, and with the addition of the Real Money Auction House,
income it seems that this was the focus of the development team over many of
the other aspects of the game. The primary and main motivator of Diablo 3 has
become the reward system which when looking for that "perfect" item
in and of itself is a poor motivator. The chances of a item dropping that has
perfect stats for a player is an abysmal 0.0000343%, and while there are
hundreds if not thousands of pieces of gear that drop through a play through of
all four acts you still end up with an extremely low probability that the piece
the player is looking for will drop. I'm certain that this is an intentional
move on Blizzard's to push players to spend money at the Real Auction House,
which Blizzard takes a cut of.
Lastly people play games for the story; this is something
unfortunately where I believe Blizzard has failed completely at. The story
behind Diablo 3 is, to use and overused phrase, cookie-cutter at best. The
location types used in Diablo 3 are almost exactly the same location types used
in Diablo 2 in almost exactly the same order. The characters are flat; lacking
any real traits they are almost impossible for the player to be empathetic to.
Even the big "twist" towards the end of the game seemed predictable
and the final confrontation feels anti-climatic.
Personally I think that Diablo 3 had the capability of being
an excellent game if it had taken a more traditional approach to content
progression by making the player grind throughout the game content for gear
that they needed and an overall progression of difficulty through the story
instead of asking the player to run through the same content four times with
increased difficulty while playing through the same content.
Thursday, August 16, 2012
Cyberpunk - Editorial
The video game industry has had a love affair with cyberpunk cultures even as far back as the 1988 release of the Neuromancer video game that was loosely based on William Gibson's book by the same name. While the cyberpunk genre is one of my absolute favorite genres for media, to me there seems to be something missing from the video game incarnations of the genre.
The latest cyberpunk blockbuster to come out, Deus Ex, was a great game and I loved every moment I spent in it. The game's aesthetics and the augmentations that translated into game mechanics worked beautifully. However, like most other cyberpunk games, one issue prevented me from feeling immersed in the environment; everything was just too neat and tidy.
One of the most important aspects of the cyberpunk genre and even subculture is taking risks and making things messy. In Deus Ex you were surrounded by these beautiful gleaming cities, and there was a bit of political unrest in the story, but you never saw the uglier, dirtier, or grittier side of the city first hand. Even the back alleys and sewers were open and tidy. Cyberpunk touches not only on the beauty of what humans can become when given the ability to be anything but also what reaches man would go to to unlock that freedom, the failed experiments, the drug use and the wires running to a hacked together prosthetic.
So many "heroes" in cyberpunk fiction are really anti-heroes, they're terrible role models. They smoke and drink and use narcotics but we embrace them because they are flawed, and the same goes for the settings. Chiba City from Gibson's Neuromancer wasn't a clean and glimmering tower of progress; it was a drenched and rainy slum where those who'd lost everything tried to scrape something back together.
I feel that if we as an industry are going to embrace this genre, we need to realize all of the facets of it and not just put a glossy paint on a modern setting. There are some fantastic stories to be told in a world where almost anything is possible and screw-ups can affect humanity as a whole. The shine and sparkle have their place, but so do the grit and the moral gray areas. The self-serving protagonist may be a hard pill to swallow at first, but the story of his/her change makes them more human, and we are able to better connect with them as they develop over the course of their tale.
The latest cyberpunk blockbuster to come out, Deus Ex, was a great game and I loved every moment I spent in it. The game's aesthetics and the augmentations that translated into game mechanics worked beautifully. However, like most other cyberpunk games, one issue prevented me from feeling immersed in the environment; everything was just too neat and tidy.
One of the most important aspects of the cyberpunk genre and even subculture is taking risks and making things messy. In Deus Ex you were surrounded by these beautiful gleaming cities, and there was a bit of political unrest in the story, but you never saw the uglier, dirtier, or grittier side of the city first hand. Even the back alleys and sewers were open and tidy. Cyberpunk touches not only on the beauty of what humans can become when given the ability to be anything but also what reaches man would go to to unlock that freedom, the failed experiments, the drug use and the wires running to a hacked together prosthetic.
So many "heroes" in cyberpunk fiction are really anti-heroes, they're terrible role models. They smoke and drink and use narcotics but we embrace them because they are flawed, and the same goes for the settings. Chiba City from Gibson's Neuromancer wasn't a clean and glimmering tower of progress; it was a drenched and rainy slum where those who'd lost everything tried to scrape something back together.
I feel that if we as an industry are going to embrace this genre, we need to realize all of the facets of it and not just put a glossy paint on a modern setting. There are some fantastic stories to be told in a world where almost anything is possible and screw-ups can affect humanity as a whole. The shine and sparkle have their place, but so do the grit and the moral gray areas. The self-serving protagonist may be a hard pill to swallow at first, but the story of his/her change makes them more human, and we are able to better connect with them as they develop over the course of their tale.
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