SWOT Analysis
What is a SWOT Analysis?
SWOT itself stands for Strengths, Weaknesses, Threats and Opportunities. It is a strategic planning and management technique to help a person or a company identify their strengths, weaknesses, threats and opportunities that are relate to the companies competition or project planning.
Proposal Form
What is a Proposal Form?
A Proposal Form is a 2-5 page document answers key questions surrounding a major project. The usually include start and end dates, objectives and goals, requirements, a description of the proposed solution. These help the organise the initial project planning framework.
Context and Research
Having necessary research and a research plan is essential when starting a project since it establishes and helps define the purpose, goals, and technique, as well as defining the research project from beginning to end. Doing research before starting your projects helps you keep yourself organised, which has been a problem in some of my previous projects.
Through my own experience, I can say that doing detailed research and planning is crucial to achieving a successful project. Poor planning has caused me to completely redo one of my previous projects soon before it was due, and because of that, I wasn’t able to complete the project to my best ability.
For this project I want to carefully plan and research what I need to, so I can achieve something I’m proud of. I’ll do this by making a research plan and setting myself schedules, so I do everything I need to do and get it done on time.
For my FMP I will be creating environment art from a section of the game idea I have. I had two options for this project: environment art and game mechanics. I chose to do environment art instead of game mechanics since at college we’ve had more time learning to do environment art due to the fact both our lecturers both preferred and had more experience in environment art. I also do just prefer the freedom you get for it, compared to doing game mechanics, you must get it right, or the mechanic just won’t work.
By doing this project, I hope to improve my modelling, UV-mapping and texturing skills. I find the pre-production stage (gathering information and organising a plans) boring and time consuming, and therefore have previously skipped or/ poorly completed this part, which evidently made my projects unplayable. Therefore, I hope this project also helps me get better gathering more detailed information and organising plans, since this is one of the most crucial parts of making a game successful.
Research plan
Walking Simulation
Walking simulators is an emerging genre of video games, that are heavily narrative-driven experience with minimal gameplay. These games usually have a horror or mystery element to them, which tend to instill a sense of distance and loneliness in the player, games that successfully do this are the best types of walking sims. Walking sims tend to look pretty and the sound is usually competent or occasionally phenomenal. So the focus of these games are usually mainly on the story, however walking sims aren't just trying to tell a story, they're also trying to make the player feel something. Although most walking sims are as long as an average movie, at the end of the game you're usually only left with a short story. For example, the film Gone Home. Katie returns home to her family's house at the start of the game to find it abandoned. She then investigates the house and gathers her sister's journal notes in order to have a better picture of what happened to her family. The journal notes may take a couple of hours to locate, but you could easily go through them all in five minutes. There's also some environmental storytelling. Katie's father, for example, makes a livelihood writing review for electronics but also writes a novel in his spare time. There's also some disturbing information, such as her mother's possible romantic involvement with someone from work and her father's abuse as a child. Gone Home is a brief and sweet love story centered on Katie's sister. In Everybody's Gone to the Rapture, you travel through an abandoned English town and listen to fragments of normal life before the rapture. This takes hours due to the game's extraordinarily slow speed, but if you sum all of the talks together, it shouldn't take much more than 10 to 15 minutes, if that. It's not fair to claim that walking simulators don't strive to convey a story, but I believe it's safe to say it's not the primary purpose. Walking simulators attempt to make you think and feel, which is a very tough thing to achieve in a predictable manner. Graphics are somewhat more objective than gameplay, which is considered to be more objective than narrative. All of this pales in contrast to how a game makes the player feel, which is unquestionably the least measurable aspect of the overall experience. It takes much more than a great story with a tragic ending to elicit powerful emotions from a player.
My Game Idea
The game is going to be a first-person walking simulation. My game will be more focused on the environment art. I want the game to have a low poly/minimalist/stylised art style. The end goal is to tell the story of the mans childhood and how he now sees how his childhood looked a lot better than how he remembered it. His story is that his family was not financially stable and couldn't give him the same things that his friends at school had. due to this he ran away at 16 and lived his life independently for 20 years. After living 20 years by himself in a successful job, he realises he's unhappy and has nothing to live for since he was so money orientated. He has no family, girlfriend, or friends. He decides to go back and visit his family, but when he arrives at the town he discovers the town to be extremely unpopulated. he walks through the streets of his town in an attempt to find someone still living there, and whilst walking through, memories get triggered. through these memories, he realises that his family did all they could to give him the perfect childhood and that the younger him was just unaware of their efforts. Right at the end, he finds this old lady right outside his childhood house.
I want my game to be set in a European village. I decided to choose this theme because I really like the way these places look. I love the architecture of old houses and how the villages are laid out. Small narrow roads and cute cafes. I love how the roads have brick patterns, and how they have colourful wooden shutters. Some other places have colourful buildings. I just really wanted to recreate these types of places in my level.
To the left are some pictures I took on holiday that have the same look that I'm going for.
Mind Map
What is a Mind Map?
A Mind Map is a technique used to put down information and ideas that show how different facts and ideas relate. It helps you organise your thoughts whilst enhancing your idea and creativity. Mind Maps makes it easier to display your ideas in an organised format and makes complex ideas easier to understand. This will be important during the production stage, as i will be reminded on exactly what i need to do and i wont get side tracked with other ideas.
Mood Board
What is a Mood Board?
A Mood Board is a type of visual presentation containing a series of images and sometimes text. Mood Boards are important because they help keep the style and aesthetic of a project consistent. Mood Boards allows you to collect thoughts, ideas, colour schemes and moods into one place and helps you keep that same/original idea. This mood board will be useful in the production stage because I often drift away from my original idea so this will help me keep on track.
Location Research
Why is it necessary to do research on where I am setting my level? Doing research on the location of where I am setting my level is important because it will allow me to get a deeper understanding of their culture. Therefore, it allows me to create a level that fits the intended location and that is also culturally aware. Cultural awareness is extremely important when creating a game in a location that I'm not fully knowledgeable about, this is because if I make something that isn't culturally appropriate this could cause many issues and may offend certain people. Another reason why location research is important prior to creating my game is so that my level fits with the intended theme. This means doing research on what a European village should look like. Researching my levels location theme will help me make a culturally appropriate game because I will be more informed on what a European village should look like.
The mystery behind the colours of European houses
Southern Europe has a Mediterranean climate, with warm to hot, dry summers and cool to moderate winters, as well as plenty of sunshine. The climate of Central and Eastern Europe is described as Continental, with moderate to hot summers and chilly winters. Because of these hot summers, many houses in southern Europe use bright coloured paint for the outside of their houses because the heat of the sun reflects better on brightly coloured paints. This helps keep the interior of the houses nice and cool. Another reason why many houses are colourful is that very many years ago fishermen would paint their houses a unique colour so that they'd be able to identify their house from very far away when they were fishing.
The unique streets of Lisbon, Portugal
The tiles, also known as Portuguese pavement or calcada portuguesa, are comes in a multitude of mosaic designs. They're still meticulously set down by hand, using a method developed hundreds of years ago. These tiles are in an astounding range of beautiful designs all across downtown Lisbon's streets.
Art Style Research
Doing research on the art style I want to use for my level will be important when creating my models and my textures. This is because I will gain a clearer idea of how to successfully make my game in that art style. The art style I will be choosing for my game is low poly. I've decided to choose low poly as my art style because I like how it can look very aesthetically pleasing.
What is low poly art style?
Low poly art style references the number of polys in a model. So, low poly models contain a small number of polygons in a model compared to high poly models which contain many polygons.
Advantages to choosing low poly art style