Spent today retracing all my images for the bibliography.
I also filled out the visual sections to finish off the proposal and annotated them.
Visual
Reference Materials:
Source
Narrative Adaption:
Above
is all the ideas I was tossing around about gameplay mechanics and
feel of the game,whats important and what the themes are etc.Listing
down what I wanted to get across gave me a good feel for what I
wanted for gameplay and story.
Blog
Entry 11/08/2015:
I've
been thinking of the game as this 2D side scroller that unravels
Bronze past and what is going on in the world around her,while
dealing with her state of being a host to the rock element that is
consuming her.
I
was advised to look at Fez,which was interesting and It may help with
certain aspects,mechanics.
I
feel like a hub town could be made with this so you could explore it.
It
could help the game be less linear.
The
game needs some sort of incentive to explore,maybe power ups or
unlockables like how precursor orbs were floating around in Jak and
when you got all in the area you got a reward to progress the game.
Power
cells in Jak were often from beating a boss,getting through an
area,collecting a certain number of items,completing jobs for npcs,or
just sitting it hard to reach places.
Implementing
to reason to explore, I feel thats important to a game.
This
Blog post was narrowing my ideas down into my initial concept.
Blog
entry 12/08/2015:
Before
Game Cutscene)
Before
the game starts there is a cutscene of a silhouetted figure walking
slowly through the desert in a storm.The figure begin to crumble and
parts of the character blow away into the wind as rocks and dust.The
figure then falls to the ground and becomes solid rock.The figure's
glowing eyes begin to dim and the screen goes black.You hear a roar
of something not quite human and sounds of rocks crashing and moving
around.
(Title
Screen)
“Bronze
Origin”
(Intro
Cutscene/Interactive Cutscene)
(Visual
description)
You
wake up as Bronze,a girl with one arm made of rocks.
You
are in a rocky desert environment.There is the ruins of some long
abandoned town ruins nearby,partially consumed by the sands.There is
no one around.
(Dialogue/Text)
A
voice begins to speak to you.”Ah..finally..you are awake.”
Bronze
looks around confused. “Who are you? Where are you?”
Rock
Element:“ Bronze,Look at your arm..I am part of you..You are my
host”
Bronze:“Bronze?”
Rock
Element:“The name I have given you.. The past long forgotten”
Rock
Element:”That is unimportant now..Let us get going..This
place..unsettles me”
(Gameplay
Tutorial)
Learning
mechanics by using the rock arm platforming through the sandy town
ruins.
This
post was an attempt to split interactive gameplay and the story
cutscenes in my story.Gave me some insight on potential problems with
communication between characters.
Blog
entry 17/08/2015:
The
keyboard mouse combo could work perfectly with Bronze and her hand.
The
movement would be through the keyboard and the hand mechanics like
aiming at where to grab/grapple could be with the mouse.
Mouse
could help immensely with precision when shooting/throwing
projectiles.
This
would help with the idea of separation,the fact that bronze is two
entities,both her hand and body.
The
mouse would be both your right hand in game,and right hand on the
mouse for the player.
This
post helped narrow down controls and platform that could best fit the
game immersion wise,making the player feel more like they are the
avatar,helping engage the player in the story.
Other
Games/Media:
This
moodboard narrowed my ideas for the main character Bronze,How other
stories and games went about similar relationships to Bronze and the
Golem,as well as how her visual design can add to her character.
This
moodboard for the Dark Elfen narrowed down the personality and visual
traits I wanted the Dark Elfen to show,mostly for the antagonist
Parade Avalon and her curse marks.Parade is a corrupt high class
Elfen and I wanted to get that across in her design.
The
Golem moodboard helped me realize how intertexual the Golem race was
with things such as titans and elementals,and whats the differences
were between my idea and those were.The moodboard narrowed down what
kinds of Golems there would be and how they act and function.Through
my research I remembered a myth about Clay golems,which I named the
race Golem.
The
Rera Ruins gave me insight on the atmosphere I wanted to get
across.This location is the center point of the story as many events
of Bronzes life before the inciting incident occured here which I
would like to give micronarrative hints of.
This
environment is being designed around Bronze's character.
The
Abandoned Mists moodboard is similar to the Rera ruins but at a much
later part of the story.This environment is being designed to reflect
Parade Avalon's nature and backstory,what I wanted to get through to
the player. Just like how Rera Ruins would reflect Bronze's
character,This environment would do the same for Parade but before we
even come across her in the story,which leaves a lot for the players
imagination.
The
props helped me narrow down how Bronze interacts with the game
world,to reflect her destructive nature.The Props would be quite
environmental rather than constructed to show how disconnected she is
with civilization.Any architecture would be abandoned and in
ruins.Which helps my tight schedule as I haven't fully developed the
cultures of the world as of yet.
This
target moodboard helped me understand what aesthetics and story ideas
would get across to to my audience best and what they like informed
me of how I should go about designing this interactive narrative.
Familiarity
in gameplay and similar themes in story were a big focus.
Bronze's Concept Art:
This
concept art guided me towards Bronze's design which is still in
progress but has been refined to a core idea so far.Balancing focus
between gameplay functionality,atmosphere and story has proven
difficult but has narrowed down enough to get the general
idea.Choosing a silhouette that works for the point of view and a
easily indentifyable rock hand was the focus of these 3 concepts.
Prop Concept Art:
These
concepts show how bronze interacts with the envrionment and how the
mechanic of her rock hand assist her in solving puzzles and
changing/traversing the environment to progress.Core mechanics shown
here are pushing/pulling objects,wall jumping,punching and
breaking/knocking walls down.
These
concept thumbnails get across how barren,worn down and hostile the
Rera Ruins are,and use similar shapes to bronze showing this is her
homeland now.
Broken
buildings being consumed by sand show time creeping up on the
abandoned town.
These
thumbnails tested the colours and their effect on the atmosphere of
the desert.The colours match Bronzes further integrating the two
Mock up Concepts:
These
concepts turn the thumbnails into what I think the Rera Ruins and
Bronze would look like in the gameplay's perspective.
Compilation:
Compilation:
Here
is all the silhouette and thumbnail concept art compiled to get an
overall idea of the aesthetics.Changes will be made in order to
refine the style to be cohesive together.











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