The game I will be working on for the next couple weeks is certainly an… interesting one. In this game you are controlling a piece of jello, jiggling. It’s more of a very broad concept we have right now, and it could go in a million different directions.
One of the reasonings we are currently working with is verbs in games. In any given game you are given a set number of verbs you can use to interact with the game. Run, jump, shoot, etc. We want to try and introduce another verb with this game: Jiggle. Because who doesn’t love jiggling jello or jello-like objects?
Here is some concept art we are working with right now.
Here’s my pitch for the Thesis Pitches:
First-person survival blanket fort building.
Don’t Starve’s survival meets LittleBigPlanet aesthetics.
Here is the pdf of our one-page design document:
Unfortunately, the Blanket Fort game didn’t move onto the next stage. That’s fine, I had fun churning out this concept, and designing a pitch for it – not to mention the valuable experience it came with.
Instead I will be joining another game for the prototyping phase. I’ll write more about this game in my next post.
Hello again! I’ll use this post to outline how our Thesis projects are going to work, and then outline what I’m going to be doing in a later post.
From what I’ve gathered talking to other students and the like, every year the structure of thesis projects is handled a little differently. This year, we are using what our professors are calling a “double Hunger Games model.” There are three stages to it:
- The initial pitches. Everyone in the Cohort has to have their name behind a pitch. This means they can either pitch a game by themselves, or team up with someone else to create an idea for a game to pitch. This involves coming up with a game idea, creating a 1-page game design doc, and then creating (and doing) the pitch in front of the rest of the class.
- After pitches, the professors will give us input on what they think the strongest 10 game pitches are. We will form teams to prototype those games, and will have about three weeks to do so. The only limitation is that each team must have 3 of the 4 tracks represented (Engineer, Producer, Artist, Tech Artist).
- We pitch the prototypes to a panel of Industry Professionals, who along with our professors will narrow down the games even further (probably around 4 or 5). We will form final Thesis Teams around these games, and work for the next year and a half of our lives on this.
Let’s do it!