I have submitted my map idea to the Unreal Tournament forums for feedback from the community and am awaiting replies.
https://forums.unrealtournament.com/showthread.php?23292-CTF-DM-CyberMall
Monday, 21 March 2016
Thursday, 17 March 2016
Design DunDoc and Trello
To present the design and track development I have created a DunDoc and a Trello.
Trello Board: https://trello.com/b/wFWyxcPd
Tuesday, 15 March 2016
Game Design Document Research
To ensure a game development project goes smoothly and to ensure that all involved at all levels, not just hose on the dev team, but including management, marketing, etc. are on the same page, a Game Design Document should be produced.
This document lists in detailed, but understandable language, all of the features of the game, including story, characters, environments and levels, gameplay, art description, sound, user interface and controls as well as what needs to be coded.
This document lists in detailed, but understandable language, all of the features of the game, including story, characters, environments and levels, gameplay, art description, sound, user interface and controls as well as what needs to be coded.
Saturday, 12 March 2016
Presentation modification
As part of my peer feedback I had to modify my presentation to help people who may not have a full understanding of the Cyberpunk theme.
I added a extra slide to the middle of my presentation to help with this and obviously I would also talk about it in detail if I were to present again.
Monday, 7 March 2016
Presentation Peer Review - Action Plan
The only major complaint about my presentation is that it should have made a point of describing what the Cyberpunk theme entailed for people who were not in the know.
To rectify this I will add an extra slide with a brief bullet pointed description of Cyberpunk with references to non-gaming cyberpunk franchises, for example Bladerunner, Akira, etc.
For my map design, the general feedback was positive with no immediate design changes suggested by the peer group. Although this may change later down the line, I will not be modifying my map design at this point.
To rectify this I will add an extra slide with a brief bullet pointed description of Cyberpunk with references to non-gaming cyberpunk franchises, for example Bladerunner, Akira, etc.
For my map design, the general feedback was positive with no immediate design changes suggested by the peer group. Although this may change later down the line, I will not be modifying my map design at this point.
CyberMall - Map idea presentation and peer reviews
Today I presented my map proposal to the class. This was to inform them of my map theme and design idea, the Cyberpunk Mall.
Presentation Peer Review
From the peer review of the actual presentation, I found the feedback to be extremely positive, citing that I spoke clearly and was very concise and to the point with how my information was presented. Everyone got what I was trying to convey. The main small criticism was that in my presentation I didn't help people who may have been less familiar with concept of cyberpunk. I could have made a single extra slide explaining the concept with a couple of non-gaming references to this concept, such as using Bladerunner and Akira.
General Peer Feedback - Idea
Later in the lesson, we had a peer review cycle on the actual map idea and theme. Based on feedback from other classmates, the reaction is again extremely positive, with people interested in the design and theme and even one person saying they would help me work on assets if the design got taken any further.
Direct Peer Review - Idea and Questions
In a forum post, I asked for feedback on the general layout, whether some interaction would be beneficial to the map and maybe the introduction of a timed event, for example a power cut. In general people were happy with the layout, but it was suggested that it could be a little linear. I had considered adding some corners into the map layout earlier, but I thought it best to wait until after some gameplay tests to make changes to the map layout. For suggestions on interaction, I received the suggestion of lifts, which again is something I had considered and even have spaces on my map for them to go, but again I had decided to wait for some playtest feedback before adding these. The power cut idea was considered to be good in general, but that there should be a reason for it.
Conclusion and Evaluation
In all I am pretty happy with how today went, with positive reactions to both how the presentation was given and the map idea itself. I think I can improve in a few areas, as I could have given my presentation a bit more practice and I know now that in presentation that I shouldn't assume that everyone knows what something is, even if everyone you know does.
Sunday, 6 March 2016
Presentation creation 3
I felt that my presentation was missing a really standout thing.
I remembered that paintovers were common for level prototypes, so I tried my hand at it.
I took a greyscale render of a section of the level
Then I just used photoshop to paste in photographic elements and paint over and some layer filters for the glows, and the result is below
I remembered that paintovers were common for level prototypes, so I tried my hand at it.
I took a greyscale render of a section of the level
Then I just used photoshop to paste in photographic elements and paint over and some layer filters for the glows, and the result is below
Friday, 4 March 2016
Presentation Creation 2
I took the Maya models I had made for the prototype level mockup and changed the colour scheme to match my presentation.
I then did some renders for the top-down and 3D.
I then did some renders for the top-down and 3D.
Tuesday, 1 March 2016
Presentation creation 1
I wanted my presentation to look professional, so I created a thematic logo for my map.
It's mainly using the inner and outer glow layer filters for the wireframes and the text is custom gradients and outer strokes.
It's mainly using the inner and outer glow layer filters for the wireframes and the text is custom gradients and outer strokes.
Tuesday, 23 February 2016
Map Conception - Prototype development 4
At this point I thought I was finished with my design concepting, but I couldn't help feeling there was something needed, just a little tweak.
I felt the central area, the circle, was being neglected, like it was just a route through instead of being like a meeting point or where the battle could turn.
I talked to one of my friends, who played a lot of UT99 and has been a long time fan of the Unreal franchise, to get his opinion on my map design.
Overall he liked the layout and thought it could be a fun map if developed further. He liked the elements I had taken from the popular old-school maps.
We talked about what could be changed and the feeling I was having about the central room. We finally agreed that all that was really needed was some vertical gameplay and something to fight over.
For my final map revision, I removed the middle pillar and added one of the ramp elements.
Again, I was planning on putting an item in the centre to bait players into using the area. My friend said it would be good if on this central point there was a large health pack in CTF, so that flag carriers would have something to keep them going on a flag run, the risk being that other players would know they might go here, or placing the UDamage here in DM so the players would fight over it.
I am pretty confident this will be my last revision as I am due to present my work to the class in a few days.
Sunday, 21 February 2016
Map Conception - Prototype development 3
At this point I feel the map development is coming along nicely, but I feel there is something fundamental missing from my current iteration.
While the horizontal layout is getting the feel I want, taking as it is inspiration from the Facing Worlds design element, I think the vertical gameplay of Deck 16 is missing. The gantrys should connect between the two levels vertically in some way.
I decided that short ramps with small central points would fit better with the Mall theme than the long ramps of Deck, while getting the same result.
These small central platforms would also serve as placement points for weapons or pickups, as 'bait' to make the player want to change level or direction.
At this point I was pretty happy with the design and so I added some clutter and walls to help with showing how it might play.
I added pillars in to help with line of sight interruption, and the green areas are places for possible lifts, should the design require them later. I think before adding lifts in I would do some level blockouts and get gameplay feedback from actual playtesting later down the line.
Friday, 19 February 2016
Map Conception - Prototype development 2
After thinking on my first prototype for the map, I felt the pathing was quite linear, so the next step was to mix it up a bit.
My first iteration on this map design was to create an offset, so that there was more choice for the player and that it wasn't as easy for each team to see where players would go.
The straight corridors I felt were quite boring and linear, plus it was too open to long range weapons dominating, which would make the CTF gameplay quite frustrating on both attack and return.
I will return to developing the map later.
Wednesday, 17 February 2016
Map Conception - Prototype development 1
With my theme and concept chosen I began to concept out my map.
I began by doing a simple top down sketch of what I thought the map could look like.
I thought this motif was a good start, but I wanted to get across the idea of verticality in the level, so after thinking for a bit I moved to Maya to continue with the conception.
After a bit of work I had a first iteration 3D concept for the map.
This model gave me a good idea of where I wanted to head with the map and gave me something to think on.
I began by doing a simple top down sketch of what I thought the map could look like.
I thought this motif was a good start, but I wanted to get across the idea of verticality in the level, so after thinking for a bit I moved to Maya to continue with the conception.
After a bit of work I had a first iteration 3D concept for the map.
This model gave me a good idea of where I wanted to head with the map and gave me something to think on.
Monday, 15 February 2016
Idea - Filters and Key Questions
A game design needs to pass these 8 filters to be considered 'good enough' for market. These filters are not meant to put people off, but are there to help them nurture an idea. If a filter fails, how can they re-factor the idea to make it fit? A fail is not a game over for the project, but an opportunity to re-think.
I will apply these filters to my map design and Unreal Tournament.
Filter 1: Artistic Impulse
This is the 'feel' of the game, if something is 'right' you just know in your gut.
Key Question: “Does this game feel right?”
At this moment I certainly feel that the CyberMall map proposal is the best one for me at this moment. The Theme feels good and the design is coming together well.
Filter 2: Demographics
This is who the game is aimed at. It could be an age group or people with certain interests.
Key Question: “Will the intended audience like this game enough?”
I think that my intended audience (25+ gamers who played UT99) will like my map. The design is influenced by classic maps and has a focus on balance, which are things these gamers appreciate.
Filter 3: Experience Design
This refers to the experience of playing the game, which includes gameplay, aesthetics, theme, balance, etc.
Key Question: “Is this a well-designed game?”
I like to think that I can design a good level, though this is only coming from a gamer experience point of view, having never actually designed a map before. I feel the aesthetics and theme will come through well in my map, and balance is something it is being designed from the ground up to achieve.
Filter #4: Innovation
What are you doing that's different, what will set you part from the competition.
Key Question: “Is this game novel enough?”
I think while it Cyberpunk a tried and true theme, there are not a lot of other maps using it at the moment. This could be due to the fact it is difficult to get right!
Filter # 5: Business and Marketing
How well is this game being marketed to users and how is the audience being engaged. How can we make the product appealing to potential customers and achieve sales.
Key Question: “Will this game sell?”
At this early stage the only 'marketing' which can be done really is engaging with the community. Putting the idea out there and gaining interest and critique. If people remain interested then they may become customers by downloading the map and having some fun with it.
Filter 6: Engineering
How will the final product be achieved, what technology and manpower will be required. Can it even be achieved in the current situation or climate.
Key Question: “Is it technically possible to build this game?”
I think this is the most difficult to answer in regards to the map. There is a potential for requiring a lot of assets and a lot of design passes on the map itself. This is a huge undertaking for one person. I am prepared for this challenge though!
Filter #7: Social/Community
In addition to something being fun, does it engage the players in social aspects? interacting with other players or even just talking about it to people.
Key Question: “Does this game meet our social and community goals?”
I think that if people start putting my map on their servers and players are playing it and having fun, then the social and community goals will have been fulfilled.
Filter #8: Play testing
Do people playing the game actually enjoy it.
Key Question: “Do the play testers enjoy the game enough?”
This is a difficult question to answer at an early concept stage, though I will say I am trying to design the best map I can.
I will apply these filters to my map design and Unreal Tournament.
Filter 1: Artistic Impulse
This is the 'feel' of the game, if something is 'right' you just know in your gut.
Key Question: “Does this game feel right?”
At this moment I certainly feel that the CyberMall map proposal is the best one for me at this moment. The Theme feels good and the design is coming together well.
Filter 2: Demographics
This is who the game is aimed at. It could be an age group or people with certain interests.
Key Question: “Will the intended audience like this game enough?”
I think that my intended audience (25+ gamers who played UT99) will like my map. The design is influenced by classic maps and has a focus on balance, which are things these gamers appreciate.
Filter 3: Experience Design
This refers to the experience of playing the game, which includes gameplay, aesthetics, theme, balance, etc.
Key Question: “Is this a well-designed game?”
I like to think that I can design a good level, though this is only coming from a gamer experience point of view, having never actually designed a map before. I feel the aesthetics and theme will come through well in my map, and balance is something it is being designed from the ground up to achieve.
Filter #4: Innovation
What are you doing that's different, what will set you part from the competition.
Key Question: “Is this game novel enough?”
I think while it Cyberpunk a tried and true theme, there are not a lot of other maps using it at the moment. This could be due to the fact it is difficult to get right!
Filter # 5: Business and Marketing
How well is this game being marketed to users and how is the audience being engaged. How can we make the product appealing to potential customers and achieve sales.
Key Question: “Will this game sell?”
At this early stage the only 'marketing' which can be done really is engaging with the community. Putting the idea out there and gaining interest and critique. If people remain interested then they may become customers by downloading the map and having some fun with it.
Filter 6: Engineering
How will the final product be achieved, what technology and manpower will be required. Can it even be achieved in the current situation or climate.
Key Question: “Is it technically possible to build this game?”
I think this is the most difficult to answer in regards to the map. There is a potential for requiring a lot of assets and a lot of design passes on the map itself. This is a huge undertaking for one person. I am prepared for this challenge though!
Filter #7: Social/Community
In addition to something being fun, does it engage the players in social aspects? interacting with other players or even just talking about it to people.
Key Question: “Does this game meet our social and community goals?”
I think that if people start putting my map on their servers and players are playing it and having fun, then the social and community goals will have been fulfilled.
Filter #8: Play testing
Do people playing the game actually enjoy it.
Key Question: “Do the play testers enjoy the game enough?”
This is a difficult question to answer at an early concept stage, though I will say I am trying to design the best map I can.
Rule of the Loop
The rule of the loop is quite simply the iteration and progression of an idea into a fully formed product.
It is the cycle of 'test and improve'. Make a change, test it, make another change, test it again, and so on until it is as good as it can be.
The most important questions when doing this kind of iteration are:
How can I make every loop count?
How can I loop as fast as possible?
The Informal Loop:
1. Think of an idea.
2. Try it out.
3. Keep changing it and testing it until it seems good enough.
But we can make it better and more formal see below.
The Formal Loop:
1. State the problem.
2. Brainstorm some possible solutions.
3. Choose a solution.
4. List the risks of using that solution.
5. Build prototypes to mitigate the risks.
6. Test the prototypes. If they are good enough, stop.
7. State the new problems you are trying to solve, and go to step 2.
How this relates to our map brief is creating our blockouts, having a playtest, changing some things, seeing how it affects the gameplay and the feel.
This can also relate to art assets. creating initial placeholders, then getting more defined details before reaching the final object after several visual passes.
It is the cycle of 'test and improve'. Make a change, test it, make another change, test it again, and so on until it is as good as it can be.
The most important questions when doing this kind of iteration are:
How can I make every loop count?
How can I loop as fast as possible?
The Informal Loop:
1. Think of an idea.
2. Try it out.
3. Keep changing it and testing it until it seems good enough.
But we can make it better and more formal see below.
The Formal Loop:
1. State the problem.
2. Brainstorm some possible solutions.
3. Choose a solution.
4. List the risks of using that solution.
5. Build prototypes to mitigate the risks.
6. Test the prototypes. If they are good enough, stop.
7. State the new problems you are trying to solve, and go to step 2.
How this relates to our map brief is creating our blockouts, having a playtest, changing some things, seeing how it affects the gameplay and the feel.
This can also relate to art assets. creating initial placeholders, then getting more defined details before reaching the final object after several visual passes.
Map Design Techniques
On the college VLE, we were given some resources to research map design.
http://www.gamasutra.com/view/feature/195069/deathmatch_map_design_the_.php
https://www.youtube.com/watch?v=y5zZ2hj5tJ4
The main important things of a map are flow, balance and the rule of 8.
The rule of 8 is that the flow should always be made up of the number 8, no matter how abstract the shape.
http://www.gamasutra.com/view/feature/195069/deathmatch_map_design_the_.php
https://www.youtube.com/watch?v=y5zZ2hj5tJ4
The main important things of a map are flow, balance and the rule of 8.
The rule of 8 is that the flow should always be made up of the number 8, no matter how abstract the shape.
Demographics
Demographics are a way to loosely group types of people to simplify the target audience of a particular product, in our case, a videogame.
The most common ways to section people off is by age group and by sex, but other criteria like interests can also be used.
According to the ESA findings, the average age of a gamer is 35, much higher than one would expect.
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
The demographics of Unreal Tournament are the 18-25 demographic and the 25+ range, though this range is always increasing due to the average age of an Unreal Tournament fan getting older.
For my map, I think I want to go for the upper 25+ bracket of Unreal Tournament player. Someone who played the original and likes the classic maps.
I feel the Cybermall, with it's cyberpunk theme and 80's influences coupled with a simpler classic map design could win over this demographic.
The most common ways to section people off is by age group and by sex, but other criteria like interests can also be used.
According to the ESA findings, the average age of a gamer is 35, much higher than one would expect.
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
The demographics of Unreal Tournament are the 18-25 demographic and the 25+ range, though this range is always increasing due to the average age of an Unreal Tournament fan getting older.
For my map, I think I want to go for the upper 25+ bracket of Unreal Tournament player. Someone who played the original and likes the classic maps.
I feel the Cybermall, with it's cyberpunk theme and 80's influences coupled with a simpler classic map design could win over this demographic.
CyberMall Map - Mood Board Conclusion
After creating 3 mood boards for this map, I have taken a selection of images from each and created a mood board conclusion.
https://uk.pinterest.com/aconlan0468/unit-75-cybermall-conclusion/
https://uk.pinterest.com/aconlan0468/unit-75-cybermall-conclusion/
Saturday, 13 February 2016
SWOT Analysis
SWOT stands for Strengths, Weaknesses, Opportunities and Threats.
It is a way to gauge the market against your product by analysing your product's Strengths with regard to what it can give to the market, Weaknesses regarding where it falls short or areas it doesn't cover, Opportunities are areas where the product can exploit a gap in the market, give customers something they want, and Threats are competitors, are there similar products on the market, etc.
With regard to my product, it is the CyberMall Unreal Tournament Map.
Strengths:
Compelling theme
Fans of classic style maps
Map balance
Weaknesses:
Could be difficult to develop alone or with only a small team
New to Unreal map making
Could be difficult to gain attention as a new map creator
Opportunities:
Gap in the market for a map with this theme
Classic style maps seem to be popular
Many competitors maps do not get past the prototype stage
Threats:
Other map developers
Other maps
Users may not enjoy the map
Being new to map making could negatively affect feedback
It is a way to gauge the market against your product by analysing your product's Strengths with regard to what it can give to the market, Weaknesses regarding where it falls short or areas it doesn't cover, Opportunities are areas where the product can exploit a gap in the market, give customers something they want, and Threats are competitors, are there similar products on the market, etc.
With regard to my product, it is the CyberMall Unreal Tournament Map.
Strengths:
Compelling theme
Fans of classic style maps
Map balance
Weaknesses:
Could be difficult to develop alone or with only a small team
New to Unreal map making
Could be difficult to gain attention as a new map creator
Opportunities:
Gap in the market for a map with this theme
Classic style maps seem to be popular
Many competitors maps do not get past the prototype stage
Threats:
Other map developers
Other maps
Users may not enjoy the map
Being new to map making could negatively affect feedback
Friday, 12 February 2016
Mood Boards
To help with the design process I have created a few mood boards for my map ideas.
CyberMall mood boards
Malls Mood Board
https://uk.pinterest.com/aconlan0468/unit-75-malls/
Cyberpunk Art Mood Board
https://uk.pinterest.com/aconlan0468/unit-75-cyberpunk-art/
Neon Mood Board
https://uk.pinterest.com/aconlan0468/unit-75-neon-mood-board/
Cave system mood board
https://uk.pinterest.com/aconlan0468/unit-75-caves/
CyberMall mood boards
Malls Mood Board
https://uk.pinterest.com/aconlan0468/unit-75-malls/
Cyberpunk Art Mood Board
https://uk.pinterest.com/aconlan0468/unit-75-cyberpunk-art/
Neon Mood Board
https://uk.pinterest.com/aconlan0468/unit-75-neon-mood-board/
Cave system mood board
https://uk.pinterest.com/aconlan0468/unit-75-caves/
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