My name is Brooke Olson. I am studying Game Art and Design at Ringling College of Art and Design. I love experiencing the outdoors, and drawing.
Friday, December 4, 2015
Wednesday, December 2, 2015
Tuesday, December 1, 2015
Monday, November 30, 2015
Workshop Progress
I've been making some progress on my models for my workshop, here is an engine that I've been working on. Enjoy!
Sunday, November 29, 2015
Boss Progress
For DFA we are creating a boss character here is some progress of mine. He is going to be a statue. Here are some of his characteristics.
- Time and location: In an enchanted forest, early dark ages, action role playing.
- Time and location: In an enchanted forest, early dark ages, action role playing.
-What? He is the spirit guardian of the forest created by the gods. He was made into stone to forever guard the forest.He is a statue that comes to life to destroy enemies that cause danger to the people of the forest.
- Why? To preserve the peace and the lives of those in the forest that worship him.
Monday, November 23, 2015
Monday, November 16, 2015
Puzzle Research
Game Design- Puzzle Research
Game: Limbo
Released in 2010, Puzzle, Platformer Game
- The primary mechanics of this game are moving and interacting with objects (pulling/pushing).
- The player is lead through the game by screen alignment and direction that they facing when they start.
- The level I decided to analyze was the intro/ beginning level. The first puzzle consisted of having to get to a location that you can not reach. There is indication that this contraption is there for a reason, you can see a handle coming off of it. Which gives the player a clue. This puzzle would be classified as a classic game puzzle cause it easily resets itself and is simple and easy to solve.
I think the puzzle makes the player feel smart because they have to figure out how to use what they are given to get to the other side.
The next puzzle I came across was another obstacle where the player had to get to a place that they could not reach. This puzzle first presents itself with a rock cliff and a rope that is too high for you to reach so you need to figure out how to get up to it. When you first come up to the obstacle you exit off of a boat. The way to reach the cliff is having to pull the boat over. That does not click right away though, the player has to think about it first. I think that this puzzle is an categorized as an unusual use of an object puzzle. The player has to figure out what to use to reach his destination. And that would be the boat, so here the boat is used to travel across the water as well as a tool to help the player climb. The puzzle makes the player feel smart because they have to backtrack to figure out how to solve the puzzle, and they have to figure out how to use the tools given to them.
The last puzzle i analyzed was a puzzle where the player can not cross because of traps set up on the ground. The player must figure out how to cross without dying. You don’t have a long enough jump radius to make it across without dying. I think this puzzle classifies as a trial and error puzzle, the player is not given anything but the traps and they will try jumping in a different ways and anyhting they can to try and cross. Eventually they will try and move one of the traps. Which allows for the player to make the jump without dying. This puzzle makes the player feel smart because they must figure out what the problem is and why they can’t cross. They feel accomplished once they figure it out.
Friday, November 13, 2015
Game Design Trailer
For game design we made a rough trailer for a hero prop we created! Mine is a wristwatch grandfather clock contraption, that projects portals for the player. Check out the trailer!
Wednesday, November 11, 2015
DFA Workshop Environment
For DFA we had to create an interactive environment, this is what we are taking into 3d and making. Mine concept from DFA to 3d changed a little bit, but still the same idea. A factory where experimental military mechs are being assembled. Set during the Vietnam War.
Monday, November 9, 2015
Workshop Progress
For our next project we are making a workshop environment. I am making a mech factory that is constructing experimental mech for Vietnam war. This is what I have so far for my greybox level layout. It's all still subject to change.
Thursday, October 29, 2015
Monday, October 5, 2015
Friday, October 2, 2015
Monday, September 21, 2015
Sunday, September 20, 2015
Exploratory Sketches
Exploratory Sketches for Prop
Grandfather Clock that projects a portal for player to make an easy escape or get to areas they can't access.
Drone that shines light for the player and detects danger .
Grandfather Clock that projects a portal for player to make an easy escape or get to areas they can't access.
Drone that shines light for the player and detects danger .
A briefcase that guides they player through the game.
Wednesday, September 16, 2015
Brainstorming
Hero Prop Game Design Mechanic
For Game Design we have to create an articulated prop. It must be connected or parented to the character. It must be animated and have points of articulation. Main things we should consider while brainstorming are - the mesh itself, the articulation, the warm up and cool down of it, it's power source, and the hazards or obstacles the character can overcome with it. Here are a few of my ideas.
1. One of the ideas I had was a metal box, or briefcase, something small enough for the player to carry. This box only opens with the finger print of a certain player, and once opened it shines a projection or hologram of what the player needs to do to advance in the game/ gives them their next instructions. It could possibly give them hints also. The warm up of it would start with the player first placing their finger on the scanner, once accepted the box would unlock and flip open, then pieces on the inside would rotate and move up and down, like the box engine is warming up and shortly after the warm up the projection would display. Once the projection is completed, the moving pieces start to slow down and then the box closes. and re-locks. The prop is battery powered, that way the player can easily carry it around with them. This prop helps the player complete the game.
2. Another idea I had was a shield that the player carries with them. The shield acts a form of defense against enemy players. The shield would have parts that slide or pop out of the side and these would give the player more defense. I was also thinking of possibly incorporating a weapon that is integrated into the design of the shield. The shield would most likely have a button on the back that enables it to transform. It would first pop out more panel shield pieces and then on the front will be this orb and it will light up indicating its in a different mode, then these spinning blades will pop out rotating around the orb, and the orb can then shoot lasers if in a reasonable distance. There will be an off button that the player can press and the cool down just consists of the pieces retracting back in. This prop is powered by sunlight that the orb in the front takes in.
3. A different prop I was thinking of doing was a flying drone that orbited/followed the player around. This drone would emit light for the player to see their path, the type of game this prop would be in is a dark night time setting therefore the need for a drone that emits light. As the drone follows the player it's shell around the light lens rotates. When the drone needs to adjust the intensity of the light it will have small antennas that pop out and also when it senses danger it has panels that unfold out and they have will have small parts that flash colored lights. The cool down is when the player is not in danger anymore and the drone retracts the panels and antennas. This will be battery powered. This drone provides light for the player to see through the level and it warns the player of upcoming danger it senses.
4. Another prop idea I had was googles a binocular type prop. It would be very mechanical and have different lenses the player can alternate to look through. When the player looks through the opticals they start to warm up and adjust to what the player is looking at, for example if it is a inside and bright it automatically switches to a simple lens, if the player goes outside and has to see enemies from a distance it rotates through and switches out the lens. It is battery powered and helps the player see in certain situations.
5. Another prop idea I had was a shoulder gadget that would snap on to the player. This gadget would have a watch or compass part incorporated in the design and would allow for the player to travel back in time. I was thinking of having a lever or chain that dangles that the player could pull to activate it. The compass would flip or slide open a cap exposing the inside workings, and then the compass parts start to warm up and begin to spin. Sending the player back in time. The compass part would have small moving parts that spin and move on the inside. It is powered by battery and gives the player the ability to travel back in time.
6. For this prop I was thinking of doing a shrink ray gun. This gun would allow players to shoot rays of electricity that would shrink the enemies, making it easier to kill them. This gun would have many mechanical parts. When the gun starts up and gets ready to fire it pops out some parts around the ammo, and then between the ribs of the gun the elcecticity starts up and the player pulls the trigger and it fires off. This gun is powered by electricity. It gives player an easier way to kill enemies.
7. My other prop idea is similar to a drone but this would be a personal medical healer. It would fly around following the enemy and if the enemy gets wounded, the drone would health them. The drone would have different parts to help offer assistance when needed. When it gets warmed up so when the player gets injured the drone has a compartment that opens and a vile slides out that contains the medication, the drone then approaches the player and a needle pops out and the player then gets injected with health. On the side of the drone is a calculating system that displays how much health is left. Once the player is healed the vile slides back in and that hold closes and the needles slides back in as well. This is battery operated and this heals the player when they are wounded.
8. Another prop idea I had was for a game that contains magic and would have spells in it that the player would have to cast. So the prop would be a large spell book that is locked. Once opened the player is given access to many different spells they can learn to use. The player carries the book around and when they need it they use they key they found in the game to unlock it, and from there the book lock rotates and spins in, and the other side lock parts slide away. Then it opens up the book and reveals the spells. It is powered by magic, and its cool down is once it is closed the locks all slide and replace themselves. This helps the player cast more spells to beat the game.
9. My other idea for a prop would be a lantern. The player would carry
the lantern around with them and then when they see an enemy approaching or a
building they want to destroy they then set the lantern down twist the top and
leave. The lantern top then begins to rotate and the parts start to slide in
and disappear, the lantern then starts to leak gas. By the time the enemy
approaches the lanterns spilt gas will catch fire and eventually cause an
explosion. It is powered by gas, and it helps the player burn down a building
or destroy enemy players.
10. My last prop idea is a walking mechanical grenade. The player keeps
this in their backpack, and when needed they pull it out. This grenade is
different, instead of the player throwing it they set it down so the enemy
doesn’t see it coming. Once they are holding the grenade they pull the pin and
mechanical legs pop out and extract. The grenade then walks away, with the top
part spinning and a timer that blinks. This is battery operated and the player
uses it to defend themselves against enemies.
Thursday, August 20, 2015
Multiplayer Level Analysis
For Game Design we had to analyze a level from a first person shooter. The level that I decided to do was Nuketown from Call of Duty Black Ops. Here is a link to my presentation.
Game Analysis
Game Analysis
Friday, April 24, 2015
Trailer
Trailer
Here is the trailer I made for my racing level! I really enjoyed this project and learned a lot from it. Enjoy the trailer!Thursday, April 9, 2015
Trailer
Attract Trailer Research
For game design, we have to find a good attract trailer from an arcade racing game. The trailer has to include gameplay in it. I did some research and out of all of the ones I saw, my favorite was from Need for Rivals. This trailer had really nice camera cuts that all fit together well. It also had very nice angles of different stunts and of the driving. They also include slow motion shots that work well in the trailer. It also shows off the different environemnts in the game, and how the player interacts with them. Like going off jumps, and destroying things. Lastly it shows how fun and awesome the game is and it draws the player in and makes them want to play the game, like a trailer should.
Wednesday, April 8, 2015
Vehicle HUD
Vehicle HUD Research
For programming class we are now making a HUD to go with our vehicle. I did some research on my vehicles HUD, and what some video games have. Here are some pictures of reference I found.
Then I made a mock-up of the HUD that I would like to create. I would like the have the numbers light up, and the red in the dial to light up also. I'm also thinking about possibly making the speedometer somewhat opaque.
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