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Bright White Entertainment’s GOAL…. FUN ! Juan Cardarelli Project Manager Pat Kemp Technology Director Seth Kendall Lead Designer Phil Doran Art Director.

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Presentation on theme: "Bright White Entertainment’s GOAL…. FUN ! Juan Cardarelli Project Manager Pat Kemp Technology Director Seth Kendall Lead Designer Phil Doran Art Director."— Presentation transcript:

1

2 Bright White Entertainment’s GOAL….

3 FUN !

4 Juan Cardarelli Project Manager Pat Kemp Technology Director Seth Kendall Lead Designer Phil Doran Art Director Production Team

5 Concept: Three-dimensional, music-based action game where the player runs down hallways smashing up waves of enemy robots to the beat of the music… Style: Futuristic Cartoonized Vibrant Colors Fast-Paced Simple INTRODUCTION

6 Similar Products: MARKETING Amplitude Released: March 24, 2003 for Playstation 2 Ratings: IGN 9.3 IGN Readers 9.2 GameSpot 8.8 GameSpot Readers 8.7 (All scores are out of 10)

7 Similar Products: MARKETING Viewtiful Joe Released:October 7, 2003 Ratings: IGN 9.5 IGN Readers 9.2 GameSpot 9.2 GameSpot Readers 9.0 (All scores are out of 10)

8 General Features: FEATURES Addictive music-based game play Vivid 3D levels Customizable super moves and combos Replay levels to perfect high scores and special challenges Immersive electronica soundtrack fully integrated with gameplay Countless hidden “Easter Eggs” and levels 100 level campaign

9 Gameplay Features: FEATURES Completely novel experience Music based hit system Increasing special effects Color system Point/experience system Mini-goals

10 Game Characters

11 Blip – The Hero

12 Left/Right Dash Wall Slide Movement Wall Jump Rocket Jump

13 Movement

14 Blip Upgrades Upgrades can be “purchased” between levels with points. These upgrades will permanently effect things like attack speed/range and maneuverability for the rest of the game. Wall Jump Lets you jump off the wall (Multiple ) Upgrade: +1 more wall jump in a row Circuit Armor Lowers the amount of color lost when struck (Equipped) Upgrade: - 10% color

15 Blip Weapon Attacks The player can equip a special weapon that will open up a new special move while equipped. These special moves will be highly visual as well as very powerful. You will only be able to set one special move per level so the player will have to be wise about his choice. Beam Sword Blip takes out sword and spins in slow motion hitting everyone he nears. Sonic Hammer Blip slams the ground and sends a shockwave down the hallway killing every bot in its path.

16 User Interface

17 HUD Breakdown Wall Jump Meter: Shows how many more wall jumps Blip has left. Upgradeable Special Attack Meter: Shows which special attack is currently equipped, and its cool down Color Meter: Shows the level of Blip’s achieved color. Effected by items. Point Meter: Shows Blip’s score for this level. Used to purchase upgrades in between levels.

18 Color Effect Full Color Mode: Super saturation, particle effects for all attacks. “Bullet time” for jumps. Normal Color Mode: All the colors are mid-level. Rare particle effects for attacks, normal speed.

19 Color Effect No Color Mode: Game plays in grayscale with hard contrast. Noise and tracking lines, frame skips like old TV set

20 The Cast of Baddies

21 Flybot Air attack robot Enemies Ballbot Ground attack robot Clawbot Ground attack robot

22 Example: Level 10 – Color Shifter Color Shifter is the first boss the player encounters. The robot positions himself in front of Blip matching his speed. The boss generates 6 smaller enemy robots, each one of a different color. These bots fly towards blip, and he must choose one to attack successfully. One of the 6 robots will share the color of the main boss. This is the robot that Blip must attack. The main boss robot will then switch colors, and releases a new batch of enemies for Blip to attack. After 10 successful attack, Blip will have defeated this boss. Boss Fights

23 Setting and Story Setting: Futuristic city with sections that extend miles underground, where all manual labor is performed by robots. Plot: Blip is an assistant manager of waste disposal operations. One day, Blip notices a discarded photograph of a lush wilderness landscape which sparks something in him. Motivated by a feeling that even he doesn’t understand, Blip embarks on a frenzied escape to the city surface.

24 The World

25 Sector 5: Waste Disposal Sector 4: Mining & Refinery Sector 3: Manufacturing Sector 2: Sub-City Sector 1: Surface City The World

26 Engine Features: World Editor (WED) Model Editor (MED) Script Editor (SED) Lots of documentation

27 Demo: what it lacks…. No saturation modes No varying quality of hits All HUD components (i.e. colorbar,score) are arbitrary Limited menu system 99 levels missing No upgrades or special attacks Limited level design No pausing, saving, death screen, or end level stats No Attack animation

28 Demo: what it has…. Rudimentary hit detection Semi-operational HUD (gives player feedback) Player movement Player animations Particle effects Music track laid over (enemies come approximately to the beat) Basic Main Menu Simple gameplay based on high score acquisition

29 Why making our game is possible… All basic script elements are in place (i.e. controls, attacks, movement) Player model and animations are nearly complete Established workflow for level creation, enemy modeling, and enemy animation Demo built from scratch so we have a thorough understanding of how the game engine works Basic game concept is simple, and we have already solidified most of it

30 Questions ?

31 Lets Have Some Fun !


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