Wednesday, April 25, 2018

Battle Arena Commercial Trailer


     This is Battle Arena Commercial Trailer project for final project from Game Design II class. For this trailer, we have to make a trailer specifically aim for commercial instead of focusing on beauty shot or story telling. Like I mentioned on the concept for trailer, I got a lot of references from Battle Block Theater and tried to make similar effect as the Battle Block Theater trailer.

Sunday, April 15, 2018

Thumbnail sketches for commercial trailer



This is the pitch idea for commercial trailer. From my understanding about this assignment, we have to create the commercial that explains the map, a lot of information in 15sec, and it should be effective.


For my pitch idea, I decide to create the commercial like advertisement for tournament (battle arena). in the beginning, I put the introduction that talks about the map's name without explanation to make interest. After the introduction, I put overall view for maps to introduce what is the map and show some game play footage to make it look nice. Also, I put USP to explains the event. At the end, I put the reward screen to make a humor.

Reference

Wednesday, April 11, 2018

Adventure Game Boss Analysis



This is Adventure Game Boss Analysis for my final boss.
I choose the final boss because the boss shares same concept as my adventure game boss and it has a lot of patterns depend on its health.




One of the favorite parts of the boss battle is the drone that shot the projectile to players. If drones give a lot of distraction for battle, players can destroy it and get advantages fighting against the boss. However, drone will come after a few seconds later



The hands are the shield (health in this boss) that blocks players projectile. In this fight, players usually use laser beam instead of projectile because projectiles are usually get blocked by enemies projectiles.




The boss has a laser moving attack to players. Players can dodge it with dash in this game.




 This is my favorite part of the boss that when the boss has a little health, it becomes invincible and players should focus on dodging final attack from the boss.




Oil Factory Battle Arena Final Version







This is Battle Arena map for Game Design II class.
I decide to change some of the detail and Event (USP) from latest concept. I deleted oil and fire event because of the complexity, I expended map to make safe spot, and added airplane event that could block players' view.



This is my first event that two platforms goes down in certain time. If players are on the platform, they will get killed when the platform reach the bottom.




 The second event that I put is shark wave. Players on the surface will get hit by wave and when they are on the wave, players must move to escape. Also, there is a possibility that they can stuck on the shark.




This is my last event call advertisement. For this event, it is going to block players view and give them confusion. These advertisements have design variation and movement patterns.

Sunday, March 18, 2018

Battle Arena Map level map concepts

 These are the paper maps that I did it for my Battle Arena.

  This is my First map call Donut Land. I got this idea from one of Mario Kart 8 battle mode map.The location is going to be in the sky, with a big giant donuts, snacks and candies going around the space, and warm color. During the battle, one of the objects flying around the space hits the donuts and it is going to kill players if they are in the danger area.


      This is my second concept and my personal favorite map call Battle Arena. I got inspired by Monster Truck. In this map, the terrain is mud, the location is in one of the stadium, and the time is night. The special part about this arena is that players will fight 1 vs 1 only. If one of the players die, another player is going to spawn in random area in the map. Also, during the game, the spike randomly spins in the middle for a few seconds.

 
      My third concept is Restricted Area - 01. I got inspired by skyscraper from Mario Kart N64. The concept is the sci fi oil factory that is located on the sea, the time set in noon, terrain is metal, and the color scheme is gonna be blue. The special feature about this map is the moving platform that moves down to the water and destroys the vehicle on that platform.


      My fourth concept is Horror Mansion. I got this idea from maze and Luigi Mansion from Mario Kart Double Dash. The concept is the old horror mansion that is located inside of the wooden house at night time. In this map, the wall comes out in specific area, so players have a chance to meet blocked road. Also, whenever players go to the door, they come out from other side of the door.


     The last concept is the Laser Zone that has a sci fi lab concept. The map will heating up some areas randomly that kills players for a few seconds.


     For this assignment, I choose Restricted Area 01 because it has simple shape, but allows players to fight in the map where the map gives players warning sign and change the map size. Here is the refined version of my level board for this.

Wednesday, March 14, 2018

UE4 Weapon Projectile Blueprint


     This is my weapon research assignment from game programming class. In this assignment, I created the homing projectiles that follows the box target. Also, I studied Line Trace, Projectile Movement, and Physics.

     Line Trace is the laser pointer that allows players to aim physically in space instead of showing aim point with an image file. Projectile Movement is one of the important elements of the first-person shooting game that allows people to change the characteristic of the weapon (or projectile.) Physics allows people to control the impact of projectiles or change condition of the space.


       In level blueprint, the only thing that I added is to spawn another box target in case the box target is going off the map or is not functional. Collision trigger box is for hidden event.


      This is my projectile that goes to my target box. I added homing target component to make the projectile able to follow the target, Event hit for explosion effects and radial force, projectile bounce for making print string.


     This is my target box and also re-spawn mesh. The only thing that I used in blueprint is set simulate physics and detachfromcomponent to make it destructible.

Wednesday, February 28, 2018

Adventure Game Design - ROBO-001 (no boss fight)


This is my top down view adventure game. Based on my concept, I created assets for characters and modular kits. Here are some of changes that I made from my concept.



     The first thing that I added is the additional area that goes into shooting area and horror area because I wanted to show that this is not a game that just shooting robots for escaping.

 

     In shooting area on the right side, I put the area with no light, so that I could introduce the flash lighting system better than other areas.




     For the horror area, I decided to focus on atmosphere of the space, so I decide to use environment setting and color more for this event.



   
      However, some of first areas are similar with my concept maps. For example, I made a cut scene that explains the situation, put a lot of blood, and ending.