Wednesday, December 14, 2011

Final

Island Of Insomnia

Level Build V.1 (8 previous builds)

Note: Day 1 update coming

Presentation

Work List

Original Scrapped Project 
  

Project scrapped due to the lack of confidence of keeping true to the real world layout of Pompeii, idea may be revisited some day.

11 Day Project

Wednesday, August 24, 2011

Game Level

Wednesday, February 16, 2011

Alex Galuzin's Game Level Guideline Questionairre

Thieves’ Paradise
GAME TYPE
1. Single Player or Multiplayer?
Single Player
2. Game Type?
Action Stealth Game
3. What game is this map for?
The map is an over view for an open world action stealth game where the objective is to sneak into places and steal high valued corporate information such as research documents and chemical formulas.
The level selected is the Atlantis Hotel in Dubai.
STORY
4. Story behind the map. Why are the players there? Why is the place/environment there? Write the history of the environment.
The story is that the map is that Dubai is a global destination and attracts the world’s most high powered companies that show interest in developing the latest technologies. There is a new technologies conference being held in town bringing with it a wealth of information that could be worth billions to the right customer. What better place for a thief to go? One of the thief’s targets is staying at the Atlantis Hotel. Your objective is to travel the area and figure a way into the target’s room.
5. What is this map about?
This map is about finding one of the multiple paths into the target’s hotel room, find and extract the information, followed by an escape.

PRE-PRO & GAMEPLAY


6. What is the objective of the map?

7. Do I have a top down sketch?

8. Do I have a top down player path sketch?

9. How would the player to play through your map? Visualize this.
What experiences do I want the player to walk away with from the map?

10. How big is the map?


11. Who is my audience? Who is the player? What is my Demographic?

12. How will I make the map memorable?

13. Do I have location concept sketches?

VISUALS

14. Photo Reference?

15. What is the time of day of the map? Season? Color?

16. Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere.

17. How will I direct the player? What methods will I use? Color? Noise and Sound? Guide the player without telling them where to go. Smart design.

18. What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?

19. What is the visual trademark of your level? How will the players remember the map?


Hub Map


Level: Atlantis Hotel


 Reference Map from the Dubai Atlantis


Reference Photos


Atmosphere: during night

 

Lobby entrance


Hallways




Target room


Wednesday, August 17, 2011

Halo 2 Documentary

Behind the Scenes - The Making of Halo 2

The making of Halo 2 examines the production process behind a major "triple A" title console game (released in 2004).

This is how bad things had gotten at one point of Halo 2's production according to WIRED Magazine:

"It was a disaster in the game-story campaign," admits Harold Ryan, the studio manager. "We looked around the room going, 'I don't want to play this. I don't want to make this.'" They threw out 80 percent of the work they'd done and started over. But they now had barely a year and a half to reconstruct the entire game.


1) Jaime Griesemer, game design lead on Halo 2 suggests that if you have 30 seconds of fun, this can translate into _______________?

30 Seconds of fun can translate into an entire game.


2) The cinematic script for Halo 15 levels long with 2 protagonists that drive the 20 hours of action, the feature film length.


3) Marcus Lehto of the art department talks about artwork such as the "sentinal headquarters". What is the challenge of this interior for the player?


The challenge of this interior for the player is to traverse an area that is meant for robots that don’t need floors.


4) Why is E3 so important?

E3 is so important, because it is the biggest event in the video game industry where all the developers, publishers, retailers and games journalist get together to generate interest in new games.


5) What is a danger with the desire by a team to add graphical richness?

The danger with the desire by a team to add graphic richness is that the overall performance and frame-rate drops which effects gameplay.


6) Nathan Walpole (senior animator) discusses animating the brute character. What new feature has been added to Halo 2 in terms of the relationship between characters like the Brute and vehicles such as the warthog?

The new features that have been added to Halo 2 in terms of the relationship between characters like the Brute and vehicles such as the warthog are that characters can board the vehicles and swipe other characters off of vehicles.


7) a) What is 'framerate'?

Framerate is the number of still frames per second that generate animation when played at normal speed.

b) What elements can affect the framerate of the game?

The number of assets and the amount of particle effects can affect the framerate of the game.


8) a) The producer cares about the retailers and the fans at E3. Why bother about these things so early in the game's development?

The producer cares about the retailers and the fans at E3 so early in the game’s development, because the retailers make decisions of what games to get behind and the fans get to see what the game is really going to be like when they finally get to play the game.


b) How does the team generate enthusiasm among the fans at E3 in the demo booth?

The team generates enthusiasm among the fans at E3 at the demo booth by having a video of the in-game character Sgt. Johnson introduce the demo with emphasis that the demo is real-time


9) What features of the game were the fans most enthusiastic about at the E3 demo?

The fans were most enthusiastic about the game’s E3 demo’s features of being able to duel wield weapons which is not in the first game, the new ability of hijacking vehicles and the sense that it was more of a battle compared to the first Halo.


10) a) How did the decision to go with the more detailed real-time graphics (stencil shadows, real time reflections etc.) affect completion deadlines?

The decision to go with the more detailed real-time graphics affected completion deadlines, because the team kept pushing the deadlines back after trying to figure out if the goals that they had set were even possible.

b) What did the US marines demonstrations of guns etc. in South Carolina do to assist with the game?

The United States Marines demonstrations of guns etc. in South Carolina assisted with the game by enabling the Space Marines in the game act more like how real life Marines would.


11) What were the main functions of the LAN game sessions held in the private house in Connecticut?

The main functions of the LAN game sessions held in the private house in Connecticut were to allow Internet forum posters to meet-up in real life and in person.


12) Why were (parts of the) game called the 'matrix of doom'?

Parts of the game were called the “matrix of doom”, because the amount of surfaces in the game versus the amount of objects in the game creates thousands of sounds that need to be in the game.


13) According to the lead producer, how did the Halo 2 team ultimately mess up? How was this issue ultimately dealt with?

According to the lead producer, the Halo 2 team ultimately messed-up by not having the story and design locked early on, planning the time. This issue was ultimately dealt with by prioritizing and cutting unnecessary parts from the game’s development.


14) Why are the level diagrams called 'commitment' by the level designer?

The level diagrams are called commitment by the level designer, because they are the plan for the development team.


15) The time line showing the schedule to shipping allows a lot of time near the end for what?

The time line showing the schedule to shipping allows a lot of time near the end for finding any game stoping bugs in order to fix them before release.


16) How do the two audio directors differ in terms of how they obtain performances from the actors?

The two audio directors differ in terms of how they obtain performances from the actors, because one wants to give the actors clear and concise feedback, and the other wants the actor to understand the background and motivations of the characters.


17) What do the team members argue is the advantage of a totally fixed deadline?

The team members argue that the advantage of a totally fixed deadline is that it forces them to finish their parts of the game.


18) What do you think is meant by the phrase "assembling a cathedral in a hurricane" (in relation to making Halo 2?

The phrase “assembling a cathedral in a hurricane” refers to the fact that all of the separate parts of a game are broken until the very end when everything is put together.


19) Have you played Halo 2? What did you think of it in relation to the first Halo?

I have played Halo 2. I hated the first game, because of the over-use of repeated level design. Everything felt the same to me and it felt vary copy and paste. The second game improved on the first in almost every way. The level design showed more effort and the multiplayer was now online. The story was much more interesting than the first game, because it gave two opposing perspectives of the same war. The ending was not as strong as the first game, because where the ending of the first game had a pay-off, the second game’s ending felt like more of a commercial break in the middle of a story arc. Some argue that Halo 1 is better, because of the simplicity and purity of the gun-play. They’re wrong; the game is boring.

20) Were any of the problems that faced the Halo 2 team enough to affect its enjoyability as a game from the player's point of view?

The problems that faced the Halo 2 team did not really affect its enjoyability as a game from the player’s point of view. There were the post-release exploits that players online eventually take advantage of that effected player experience, but this happens with just about every game with online.



HOMEWORK - Read this article from Wired Magazine about Halo3:


Then answer the question for next week:

How did Bungie ultimately overcome the problem of 'featurism' that had plagued the Halo 2 game?

Bungie ultimately overcame the problem of featurism that had plagued the Halo 2 game by monitoring and analyzing hundreds and hundreds of hours of the moment to moment actions of players to improve gameplay.

Gameplay Videos

The following video clips are from select games that I enjoy:


Assassin's Creed II:

Assassin's Creed II improves upon the formula of the original in every aspect. Variety, combat, characters, all the problems that players had with the original were dealt with and improved on. The real-life Italian settings were meticulously recreated in-game to provided an imersive world unlike any game before it.



BioShock:

BioShock is the spiritual successor to System Shock and continues forward with the tradition of horror. What sets this game apart from others is its uncanny ability to blend a shooter with the philosophical ideas of Objectivism, genetics and the creation of dystopia.



Braid:

Braid is certainly one of the most artistic games out there with gameplay that builds on top of the classic Mario formula with an element of time manipulation added in. Braid is one of those games to point at when outsiders question if there is any culture in games.



Forza Motorsport 3:

Forza Motorsport is one of the key titles in the genre of racing games. The philosophy of the game is to turn car fans into game fans and game fans into car fans. It has evolved the simulation elements of the Gran Turismo series and has added the idea of community with racers, car livery artist, tuners and film editors coming together online to create and share their own unique creations. Racing games are special in that they create a new reality were it is possible for everyone to have their dream garage. $2 million for a 250 mph Bugatti Veyron, in our race the grid is full of them. It's all about making dreams come true.



GoldenEye 007:

The original GoldenEye 007 showed the world that it was possible to make a shooter work on the consoles and received critical acclaim. Even today it still holds its place as one of the highest rated games of all time. The remake for the Wii brings back the classic with modern gameplay elements that are expected of today's shooter. Playing the original without the need of rose-colored-glasses.



Halo: Reach:

Halo is one of the most popular series of all time with good reason. The gameplay is second to none. With each iteration in the series developer Bungie come up with an updated set of changes that further balances and improves the second to second play. It is not a coincidence that players find elements in other developer's games that stem directly from the model of the Halo games. Each installment in the series continues to be more refined than the last, and the standard that every game strives to match is that of a Halo.



L.A. Noire:

It is hard to imagine such a mature game coming from the same studios that brought Gran Theft Auto to the masses, but Rockstar Games is always ready to defy the public's perspective of what is expected of a game from Rockstar. The Primary team of L.A. Noire, Team Bondi, shares staff from GTA's PS2 era rival The Getaway, and it shows with the effort in challenging the basic concepts of how players traditionally play a game. Gone are the artificial interfaces HUD's, health bars, ammo counters. What is left is the purity of presentation through the world itself. It is not a game about armies of enemies, but rather focuses on putting together the logical facts and being able to tell if someone is telling the truth.


Mass Effect:

Take one part Star Wars, with it's elements of force powers and a rag tag crew, and one part Star Trek, with elements of space exploration and the status of the human race as the new kids on the intergalactic block; mix in some BioWare RPG flare, and you get Mass Effect. One of the most interesting elements of the game is the repercussions of the choices you make in game. There are literally hundreds of choices that not only effect the story of this game but carry-on into Mass Effect 2 and even Mass Effect 3. A predominate example of how much the game's story can vary is the choice of how to deal with one of the story's companions in the first game. If you decide to kill him, then he is dead forever through the rest of the story. If you manage to have him live, then he becomes the king of his race in Mass Effect 2. Take into account the scenario is just one of of many hundreds, and the possibilities become unique as the different personalities of players. Each choice further develops into the following games. Mass Effect is not the first game in a succession of iterations, but rather the series is like The Lord Of The Rings, one story split into three books.



Mirror's Edge:

Mirror's Edge is at the forefront of proving that a first person game need not be a shooter. It is not just possible to finish the game without having to fire more than one bullet, it's a challenge in the form of an achievement and challenge. It is a game about getting from Point A to Point B as fast you can. In more ways than one it is not about killing people in games, it is about delivering a message. No really, you play as a message carrier.


Modern Warfare 2:

With each installment of Call Of Duty a new sales record is broken. Call Of Duty is as mainstream as anything gets in video games. The gameplay is smooth, and Call Of Duty is the winter winner to Hollywood's summer blockbuster. The gameplay epitomizes over-the-top action in its single player and twitch reactions in its multi-player. Modern Warfare 2 might just be the peak of the series as it was the last game from the original developers at Infinity Ward.



Portal 2:

More of a puzzle game than a shooting game, Portal 2 takes the original contained environment of Portal and explodes it wide open. The writing in the Portal games is some of the best in the medium and way better than most of the slapstick comedy found in film today. The developers at Valve are able to communicate story and setting in a way that is unique to video games. Story is not forces through non-interactive cutscenes, but is communicated though the environment itself. Little scribblings on the walls, a hint of what was there before. In this method of communication players get as much or as little as they want out of the story, and players are rewarded with a better understanding of the story the more they explore.

Introduction

Here's my video game contact info.