Group Game Project
Below are the examples of work I produced for the project, and as well as this CAD work I also contributed creatively in other ways. The initial research was heavily curated by myself, partly because I enjoy how inspiring and insightful the process can be, but also value how it shape the ideas of other team members.
During the ideation stage (see inital sketches in game enviornment storyboard task), we all shared and intigrated skills from our own specialism. Sometimes meaning that a prefered task or design, more suited to a particular team role, was carried out by another person in the group. For example, the digital production the level was done by the 3D designer, rather than myself as the CAD artist. This sharing of roles reminded me of the importance of comprimise, and flexability in team situation.
The name for our game is ‘Scorched Earth', set a future scenario where the earth has dried out as a result of global warming. Humans have been forced to seek shelter and live in small cities covered by a 'proctective' dome, as the air is full of harmful pollutants. The basis of the game is set on the main characters desire to be free and breath clearly again. At the beginning of his escape the character finds a letter from his sister, revealing a hidden sapling, that if planted at the edge of the sphere could absorb and purify the air. This game objective conveys to the importance of plant life in cleaning the air, and the dangers of air pollution such as smog. Informing the player of the basic action of planting trees, will perhaps inspire more awareness of sustainability in regard to forest biomes. Along the way there is an option to also collect climate themed posters, acting as an extra and more verbal link to the climate protection requirement in the design brief.
In terms of CAD drawings, the main software utilised was AutoCAD, as it was the perfect platform for sketching the objects and 3D models. Using this software offered an opportunity illustrate my newly learnt capabilities with the tools, in constructing simplistic objects and refining the composition photoshop. Other digital work was created in Adobe InDesign, including the game logo and letter asset, as this software also combined photoshop produces the best quality outcome. The work hand sketched throughout the project, for both the inital and final stages, was the level design and other functional storyboards. Although this method is often more time consuming, using a pencil offers more flexibility in producing either a quick drawing or a more detailed sketch.
Overall, I am pleased with the outcome of this project, including how it would be similar to the conditions of working in
commmercial setting. The project's strengths was through the a strong game narrative and consistant theme, with the areas to improve being based on the games replayability. As it didn't generate the feeling of achievement or danger with specific mechanics, and would likely not keep the player immersed till the end. However, despite the time constraint and uncertainty with Unity, the educational and climate design requirement was covered at a considerble level. Alhtough the actual game application was not completed to the standard desired, the journey of the project as a whole has developed both our specialist subjects, and ability to work as a team in an organised manner.