Recently finished work on Speaking Simulator, which is getting a pretty warm reception at various conferences around the world... I made this video breaking down the soundtrack production process. Video is pitched at programmers & designers (not just audio folk) to foster an understanding of why audio middleware exists. Enjoy! https://youtu.be/_C1AxGpyO-s =) Andrew
'Typical School Days' is a action adventure PC game with a focus on school yard bullying, which was one of the many third year University projects I was apart of.
Within the project I was tasked with the challenge of creating an engaging user interface that would be highly visual and immersive while connecting to the theme of a child's perspective of school. As a group we voted that colourising all UI elements associated with the tormentors, should be purple to highlight their selfish and toxic natures, while showing that they are of a collective. In a similar fashion, all UI elements associated with the player character are displayed as torn pieces of note paper taped together with doodles and notes.
UI assets displayed, from top to bottom;
Combat Bar: Player's combat display broken down into individual elements; Poses to achieve(small), Successful Poses(large), Fail Arrows, Success Arrows, Neutral Arrows & Combat Bar base.
Interest Bar: Indicator for a bully or tormentor's interest in the player character.
Annoying Kid's Combat Speech: The kid who always takes your things.
Bully's Combat Speech: The kid who always picks on you.
Scary Crush's Combat Speech: The kid who is always confessing to you, not taking no for an answer.
Snobby Rich Kid's Combat Speech: The kid who is always sneering and looking down on you.
Confidence Bar: Displays the emotional state of the character through changing facial expressions, and takes inspiration from the 'Gold Star Sticker' reward system.
Notice/Attention Sprite: Quick notifier for the player that they have been spotted by a tormentor.
Please note that all characters(excluding silhouetted poses) and environments shown are credited to others involved within this project and were not created by myself, Maeskye.
For a university, third year group project called 'Vanity', we needed to visualise how both our main character's dialogue and selection of inventory would display within the two-dimensional space.
Here you can see that we were contemplating either a bland 'stock-standard' approach, or a tailor to the character approach for our character's dialogue. While using a monochrome interface for the scroll and fade inventory system, with the intention for it to 'pop out' to the player.
The credit for the environmental background goes to Lysander Sky Wilkins, who was lead in environment design for our project, 'Vanity'.
This is a racing arcade game I'm developing for SouthRidge Auto Art prints. It utilities AR and VR and the ability to unlock 3d content of their vehicle via DLC. Please check out the site and the product and let me know what you think. Thanks
In this episode of Designer's Playbook I focus on the XBLA game ilomilo.
The key topics I look at in this episode are:
- Disproportionate feedback and its use in puzzle games.
- Building brands with games and the impact of it.
- The use of repetition to create catchy melodies.