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Degree Project Game Progress #3

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  Today I set-up some basic menu screens for the project, this was mainly for the purpose of adding the functionality of switching between 'Levels' and having somewhere for the player to go from the Pause Menu in-game to the Main Menu. I have also done a rudimentary wireframe, if you can see the screenshot (No thanks to Blogger's compression) for these menus because I want to put a little more effort in this time, compared to the past where the Controls Screen for instance is just a block of text.

Degree Project: Logo 2 + Feedback

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  This is my first attempt at turning the full game title into a logo, beyond just an app/ desktop icon size as with the first iteration. While the Feedback was generally positive, there are some issue that will need to be addressed with it moving forward. The embossing on the Cubes looks kind of outdated and the font for the text could be a little blockier to match the 'H'. I was also asked if I could fit in something to symbolise that the title is referring to Brain Hemispheres, but I'm not sure how I would fit that in and I like the idea of the squares being used to represent the two sets of switching platforms. As a funny side-note my Logo was also called "1980's Countdown", which I can't unsee now.

Degree Project: Logo 1

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  This is my WiP Logo for "Hemisphere", my game for the Degree Project. The idea behind it is obviously that it is an "H" for denoting the title but also the negative space and the two squares in the centre are hinting at the main challenge of navigating the two sets of Blue and Orange Platforms. While I am happy with it and believe that it is serviceable, there are two points of contention I have that may cause problems in the future: 1. Should I remove the embossing on the 'H' and just have it on the squares? & 2. How will I translate this into a full logo with the full title of the game? As for now though, I think it is a good starting point for what I want it to evolve into.

Professional Practices 1: Assignment Initial Thoughts

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After being given the Lemon Project the prvious week, last week we were given the main Professional Practices Assignment for this semester which is to create a pitch and branding (To very specific Professional Guidelines) for the Royal Academy of Arts' Summer Exhibition. My initial thoughts on how smoothly I think it will go are almost split down the middle, on one hand I am familiar with the summer exhibition and have been every year since 2021 so I am familiar with the subject matter and passionate about it; on the other hand a lot of the project is to be done in illustrator, which I am far less familiar with than other Adobe Suite Softwares.  With that being said, I'm not necessarily making the Artwork which I will be using for the branding on Illustrator rather most of the project will be arranging pre-made assets within Illustrator from the braning pack that I have been given, as such it may not be as bad as I'm concerned it may be.  ¯\_ (ツ)_/¯ I'm also close to fi

Degree Project: Initial Cultural Inspirations - Other Media

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This blogpost is moreso to cover starting points from other mediums which I could use to inform design decisions, mainly from a visual and environmental standpoint for the game. It is also to gain a deeper understanding of the projects which likely in-part inspired the games I am already inspired by.                                                                        William Gibson - Neuromancer (1984): Often considered a seminal work for sci-fi, being the writing that coined the term "Cyberspace" and definitive Cyberpunk, at least aknowledging this novel's existence is important for understanding the core concepts behind the work I am making as the game's narrative involves the player going into a simulation/ cyberspace and just by reading through extracts I'll be able to visualise imagery which I could use for assets. Phillip K. Dick - Another Sci-Fi novelist who I am more familiar with than Gibson and his books: Do Androids Dream of Electric Sheep?, Flow my

Degree Project: Initial Cultural Inspirations - Games

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Discussion of the games will be found in more detail in the formative document and eventually prospectus. This post is here to provide a genreal idea as to the direction of my game.   Portal (2007, Valve) https://store.steampowered.com/app/400/Portal/ Portal (2007) is probably the main inspiration I had for "Hemisphere" as it is a first-person puzzle platformer with a unique, Physics-defying mechanic, the Portal Gun, which is used to navigate these slower paced levels which are almost meant to be "solved" rather than played. The minimalist almost liminal space created by the clinical sci-fi aesthetic, in the abandoned Aperture labs which is now controlled by an evil AI, is something I'd want to use too. Mirror’s Edge (2008, EA, DICE) https://store.steampowered.com/app/17410/Mirrors_Edge/ Mirror's Edge in broader strokes is similar to Portal too in the sense it's a First-person puzzle platformer with minimal use of colour in its aesthetic design in a dyst

Degree Project: Project Narrative Concept

In my haste to start my project, coding the main mechanics and creating a base game   to work off of I have neglected to mention anything about the scenario, narrative and story concepts for my game, which is equally as important. My game is based off of idea one from an earlier blog, which can be found here:  https://spikedmd.blogspot.com/2024/09/degree-project-initial-ideas.html The story/ narrative/ scenario was more difficult to almost come up with in a sense because the main gimmicks of the game (Disappearing/ moving geometry and sets of platforms)    is a fairly abstract concept so I couldn't really have a very grounded scenario with that in mind. Initially I wanted something like being stuck in a simulation and having to escape it but that idea was too similar I think to my independent project from last year; Invasion of the Gibbies which already did the whole escape the simulation thing with its secret level escapes. In short, it felt uninspired and unoriginal. Been there,