Script:
Welcome, one and all, *Adam, David*, to my first installment of my video series documenting the production of our Next Gen imagine worlds game: Project Hiro (working title). I'll do my best to keep these monthly so that I have both more than enough time to produce these and enough content to cover with each installment.
So let's start at the beginning, day one, Tuesday the 11th of September 2018. We started our first session off proper by sorting ourselves into groups that we'll be producing our final games/animations in between now and the end of May.
As a group, we decided we'd dedicate the first week to establishing the basis of our game and debate the format and genre before discussing anything like our choice of engine (UNITY), our chosen software for asset development and animation (3D STUDIO MAX AND BLENDER) which, lets be fair, doesn't matter too much seeing as models and assets can be exported and exchanged between programs so one person who's more adequate working in 3D studio max can shoot files straight into blender and vice versa.
We established our group of 5 including myself, Morgan, Chantelle, Josh, and Krishnan. Once we established this powerhouse of talent, we wasted no time bringing our first meeting to order as we began figuring out what we're gonna be sinking the next 9 months into. we sought through our strengths, and what we believe we do best and could bring to the table. This is based on last year where we covered the fundamentals of each field and got a feel for each stage and process when it comes to making a game (also peace of mind knowing we all did our own game-jams so we all have a rough understanding of the process that goes into making a video game)
Across the rest of those lessons that week, we came together and discussed the direction we'd take with our game. Now me and Morgan already had a rough idea of what we wanted to make our game like, having played and discussed game titled such as, but not limited to:
METRO franchise (4A Games)
LIMBO (Playdead)
INSIDE (also Playdead)
CONDEMNED: CRIMINAL ORIGIN
LEFT 4 DEAD franchise (Valve)
S.T.A.L.K.E.R franchise (GSC Game World)
What we ended up settling on was a chilling, music-driven platformer that has elements from modern mature action/adventure titles. Trying to think about what we could do to achieve a unique format and break the mold of narrow-corridored first-person horror packed to the brim with cheap, deplorable jumpscares
Welcome, one and all, *Adam, David*, to my first installment of my video series documenting the production of our Next Gen imagine worlds game: Project Hiro (working title). I'll do my best to keep these monthly so that I have both more than enough time to produce these and enough content to cover with each installment.
So let's start at the beginning, day one, Tuesday the 11th of September 2018. We started our first session off proper by sorting ourselves into groups that we'll be producing our final games/animations in between now and the end of May.
As a group, we decided we'd dedicate the first week to establishing the basis of our game and debate the format and genre before discussing anything like our choice of engine (UNITY), our chosen software for asset development and animation (3D STUDIO MAX AND BLENDER) which, lets be fair, doesn't matter too much seeing as models and assets can be exported and exchanged between programs so one person who's more adequate working in 3D studio max can shoot files straight into blender and vice versa.
We established our group of 5 including myself, Morgan, Chantelle, Josh, and Krishnan. Once we established this powerhouse of talent, we wasted no time bringing our first meeting to order as we began figuring out what we're gonna be sinking the next 9 months into. we sought through our strengths, and what we believe we do best and could bring to the table. This is based on last year where we covered the fundamentals of each field and got a feel for each stage and process when it comes to making a game (also peace of mind knowing we all did our own game-jams so we all have a rough understanding of the process that goes into making a video game)
Across the rest of those lessons that week, we came together and discussed the direction we'd take with our game. Now me and Morgan already had a rough idea of what we wanted to make our game like, having played and discussed game titled such as, but not limited to:
METRO franchise (4A Games)
LIMBO (Playdead)
INSIDE (also Playdead)
CONDEMNED: CRIMINAL ORIGIN
LEFT 4 DEAD franchise (Valve)
S.T.A.L.K.E.R franchise (GSC Game World)
What we ended up settling on was a chilling, music-driven platformer that has elements from modern mature action/adventure titles. Trying to think about what we could do to achieve a unique format and break the mold of narrow-corridored first-person horror packed to the brim with cheap, deplorable jumpscares
Project Hiro ViDoc: September
Reviewed by Ben Roughton
on
February 28, 2019
Rating:
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