Monday, August 25, 2014

GD: Platformer Game Concepting

Now that I've done research on a platformer, it's time to make one myself! I've had a little experience before with concepting out a sidescrolling game (see: Para Eidolon) but now I'm working by myself I should have more room to try out my own thing.

Here's the level breakdown:
As our little player avatar will be Jumpin' Jim, a caricature of the head of the Animation Department, I thought I'd make this relevant to his job: i.e., critiquing Pre-Pro Pitches. In this game, you start off at the beginning (marked by a dark blue door) waiting for the elevator to come to the third floor. Once the doors open, you're greeted by a barrage of pitches in the form of levels, each level designed in a very psychedelic, stream-of-consciousness way. You fight off Weak Ideas, Bad Ideas, and Poor Reactions to Critique to find Hidden Gems and a final Golden Thesis before escaping via the elevators to another level. It's set around the late afternoon, so each level is suffused in a dreamy, hazy golden glow and the architecture of the level itself is kind of warped and brightly coloured.

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