UPDATED – 2D Side scroller evaluation

Final Game/Assets:

Character Sprite Sheet

Character Sprite Sheet Final

Idea generation and design process

In my research, I looked at different types sidescrolling games for inspiration. I have always been interested in sci-fi and when I realised that there aren’t that many space-based platformers, I decided that I would create one.

To help the development of the visual style for my game, I created different boards on Pinterest for the level, character/entity and prop designs. I settled on having the background in grayscale and the entities in vibrant colours so that they would stand out and be easily recognisable.

Links to Pinterest boards:

https://pin.it/ilimjqubt5wpb2
https://pin.it/hmpuslggasl2me
https://pin.it/okpdiffbzdh6st

What was good and what needs improvement?

Final aim/How much further would I have taken it

Compared to my original idea, the final version of the game I created differed quite a bit.

The final aim of the game would have been to progress through the station to fix a faulty AI that was damaged in a meteor storm and now wants to kill all people on the station. The player would’ve had to solve puzzles and defeat the station drones to open airlock doors to progress to the next pod, picking up tools and weapons along the way to help them. The final part of the game would have been a ‘boss battle’ between the player and the station AI, with the player trying to reset it and the AI trying to kill the player. The player would also have been helped by a narrator/text boxes that would convey the storyline and direct the player where to go and how to complete the game.

I also wanted to make the players perspective invert when they were on the other side of the station to make it seem like the gravity was constantly changing and help sell the idea that the game is in space with no clear ‘Up’ and ‘Down’.

What I think worked

I think the game concept I came up with was different and fills a gap in the 2d scroller market.

I like the final design of the station, it is quite minimalist and, due to its lack of colour, makes the interactable elements such as the player and other entities stand out. I also like the way the character walks and how the space background stays stationary behind the level, giving the game a false sense of perspective.

What didn’t

The way the player interacts and uses the ladder was quite difficult to implement and I was never happy with it, which caused the last version to not work altogether. The jumping mechanic could have also been improved as the code was designed for normal gravity rather than space and so didn’t quite feel right when moving around.

Time management

I think I could have managed my time better, as I spent a long time in the planning stages and didn’t have much time/ resources to make the actual game.

If I had more time on this project, I would implement the rest of the features into the game, such as the enemies, items, an inventory system and interactable doors that open and close. I would also improve the ladder system work better as it is fairly buggy at the moment. Hopefully, in my free time, I will be able to make a fully completed version of this game as I have enjoyed designing and making it.

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Poster Design – Evaluation (Task 4)

design_05Out of the three final posters, I chose ‘the Polyshape’ as my final design it best fitted the brief and utilises a wide range of vibrant and contrasting colours which are eye-catching. The poster was inspired by geometric patterns which are an important part of architecture and I created my ‘Polyshape’ to give the impression of scaffolding.

design_04My second choice, the Shard poster was close behind the ‘Polyshape’ poster in terms of how much I liked it. However, the final poster just didn’t jump out quite like the first one did. The simplistic Shard centrepiece was inspired by the art-deco movement and helped to define the colours user in the rest of the poster.

design_04My least favourite poster, the city hall poster was a real pain to make as the shape and curve never seemed to fit together properly. Adding to that, the lines on the back always looked a bit off. And the final thing was basically in black and white so didn’t really have much variety in the colour palette.

Next time, when printing my poster I would probably use a different printing technique as it was very hard to print in the same colours as the digital version they would sometimes change as the poster was printing. Perhaps I could have used offset lithographic printing which might have resulted in a more consistent colour.

The colour scheme for the majority of the poster designs has been largely the same throughout the designing process. I used Adobe Kuler to choose most of the colour palettes and so they all tended to work together – the only exception being the background for the Polyshape poster.

Poster Design – Development Of Ideas (Task 2 and 3)

 Mood boards:

Based on my research, I created two mood boards. One to show the different architecture in London and one to show a selection of poster styles. I discovered I like Art-deco design because it produces strong, vibrant images which are interesting and eye-catching. The eye is also kept focussed on the main image because its surroundings are simplified into their basic elements.

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Initial Sketches:

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For my initial ideas, I took inspiration from my architecture mood board and started sketching different buildings and patterns.

 

 

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Next, I started playing around with geometric shapes and optical illusions. This led me to draw a load of random lines and then colour the spaces.

 

 


First Design: ‘Polyshape’

design_01

I started developing the design digitally by recreating the lines as best I could in Illustrator. Then, using the pen tool I created polygons for each of colours.

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Initially, I thought that the design would look better without the construction lines so I did a version without. However, after looking at the two versions side by side, I decided that it was more aesthetically pleasing with the construction lines in place.

Next, I started looking at different fonts to go with my design and came up with these four to choose from:

rosewood-stdaniagara-engravedalithos-pro-light-146205atempus-sans-itca
From these fonts I then selected Rosewood Std and Lithos Pro, I wrote the text that needs to go on the poster in these two fonts so that I could choose which one I preferred.

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Before choosing between the fonts, I started playing with the colours of the background. I started off by taking the colour of the London Festival Of Architecture logo and going onto Adobe Kuler to look at complimentary, triad and split-complimentary which helped me to choose the colours.

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Originally I experimented with brown but then changed it to blue and decided that it looked better, also I decided that I preferred the more ‘Greek themed’ font.

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Final ‘Polyshape’ Poster

Second Design: The Shard

office-lens-20161209-151939

The first version of this poster was of a silhouetted skyline – then I decided that just the shard on its own would look quite interesting.

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Next, I experimented with moving the Shard, logos and text around to try and find the best arrangement that would draw the eyes to the important parts of the poster – such as the title.

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This is the final sketch design. The Shard is aligned along the right third line and the title is where the left and top third lines meet.

poster_01From this, I developed the Shard design in Illustrator using the pen tool and a simple colour scheme which was often used in art-deco.

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Next, I added the text, logo and decided to use Charlemagne Std. I liked this font because it has an architectural feel to it and it draws the eye.

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Final Shard Poster

Third Design: City Hall

office-lens-20161209-151828

office-lens-20161209-152559For my third final design, I took inspiration from the City Hall building in London to create a design made out of parallel lines. I found it difficult to get the proportions right for the building as the curves were complex.

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Next, I reproduced them in Illustrator with the pen and anchor point tools and used the pathfinder window to merge the shape of the building with the horizontal lines.

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Then, I experimented with varying the layout of the poster, adding the date and logo. It was at this point that I decided that I didn’t like the final shape of the design, so I re-did it using the same technique but making sure the curves were in better proportion.

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Final City Hall Poster