Monday, 1 October 2012

Week 1 – Lots of level design, concept art, and plans for the future of our game!


             Our group, called Team RoGUE, was formed mainly from the core group of friends who have been together since the first year. We have our lead game designer/level designer Edward Kwok, our lead 3D artist Christian Perera, our lead 2D artist Yang Zhou, our sound engineer Michael Kunanec, and our contractor Robert Gordon, who will be working with us for the course Game Design and Production II. Due to confusions at the start, we ended up with not having a programmer in our group, which we hope will be fixed soon as that is our weak spot. Throughout the years, Edward Kwok has preferred and excelled with designing levels for our games, as well as contributing a lot to the design of our game. Christian Perera has excelled in creating excellent 3D models for our previous games, and has been a great asset to our team in the 3D modeling areas. Yang Zhou has excelled in drawing 2D art and designing the majority of the art in our previous games, and also the majority of our concept drawings. Although Michael Kunanec is the newest member to our group, he is a very successful sound engineer who will create the music for our game and prove to be a valuable member. Robert Gordon, although a contractor, has proven to be very good in programming in the past for our group, and once we get a lead programmer for our group, they will both program the way to success for our group!

Final Level layout
Details of the main hall in the final level
For the past week our group, Team RoGUE, has been very busy trying to design a level for our game. We have come up with a very large level for what will probably be our final level, and have created it in Maya. This large final level is finalized and complete with textured objects such as lights, chairs, tables, beds, and desks. We have also designed two other smaller levels, but these are just concept art at the moment. The goal of the game is for players to collect keys so that they can progress through the game. The game will be split into 3 different levels, with a final boss at the end of the final level. We have decided on making this game a first-person adventure game, with a horror theme attached to it. We chose to make it a first-person adventure game because we believe that it will be easier to meet the requirements and easier to create. The majority of the requirements and required objects consist of items that most first-person adventure games normally include, so that was a huge factor in our decision. We plan to start on the programming aspects of our game very soon, as we have already completed our design freeze and have everything jotted down or in concept sketches.
Levels 1 and 2 concept drawing
Concept drawing of zombies to be used


That’s all for this week’s group development diary, stay tuned for more updates on Team RoGUE’s progression!

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