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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 2 Weeks ago, 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 finalis...

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 us...

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 unorigina...

Degree Project: Brand Touchpoint Matrix

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  https://brandtouchpointmatrix.com/ Yesterday, we were introduced to the Brand Touchpoint Matrix which is essentially a tool that maps properties of different user experiences and the user journey with a brand in all of its aspects From advertising/ Introduction, to customer service, to the service itself and also perhaps the surrounding community of a brand too. The two Axes for this graph are the length of an interaction vs how personal an engagement is so a short, impersonal engagement could be just seeing a social media ad for a brand where as a more personal and lengthy interaction could be using a brand product or service that was advertised or engaging with a community. https://brandtouchpointmatrix.com/ I thought it would be helpful to attempt this myself for a game, which is my chosen medium for my degree project, with the aspects of the brand I am making, I'd mark out the desired customer path with a specific user scenario I had in mind, keep in mind that this Matrix is ...

Degree Project Game Progress #2

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Today I fully implemented stamina logic so when the player sprints the interger value depletes to 0 to where the player can no longer sprint but as soon as the bar echarges it is available again. i also made a Boolean Variable IsMoving? so the stamina won't drain even if the player is holding the stamina key down but they aren't moving because I think that would be unfair with how much the player would need it to clear jumps in the game. I hadn't had this idea before but it's just a complete opposite of the IsSprinting? Boolean that just checks for shift being held down to sprint but it  IsMoving? overrides it. I also tied the sprint functions with custom events to the stamina drain/ regen mechanics from my previous blog.     In addition to setting up the player character some more I also spent a lot of the day planning my first level which I want to be an introduction to each mechanic/ gimmick that will be in the other two, harder, levels. It can be viewed on the link ...