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Game Research

Week 2 Team Project Rafi James, Christopher Morano, Vinny Scioli, Pedro Tremont & Kevin Walther Team Building. Game Research. Contents. Narrative Research Mechanics Research Art Research Audio Research Marketing Research. Narrative Research.

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Game Research

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  1. Week 2 Team Project Rafi James, Christopher Morano, Vinny Scioli, Pedro Tremont & Kevin Walther Team Building Game Research

  2. Contents • Narrative Research • Mechanics Research • Art Research • Audio Research • Marketing Research

  3. Narrative Research • The game opens up with the same intro to the Invader Zim cartoon, which then goes directly to the main menu. • When the player starts a game, the intro cut scene shows the events that lead up to Dib and Zim’s infection by the “Bolognius Maximus Virus” with the cut scene ending in Dib’s house within his lab. • At this point, Zim and Dib have agreed to collaborate on finding a cure for the virus before they are turned into baloney. Zim tells Dib that the only way to destroy the infection, “The Meats of Evil,” as he calls it, is to send something inside of their bodies.

  4. Narrative Research (Cont.) • They decide to make a replica of Gir, Zim’s robot servant, and shrink both of the robots to inject into their respective bodies. Both robots are injected at the same time into Zim or Dib’s body, depending on who the player decides to cure first. • Behind the scenes, Zim and Dib will be “controlling” the robots and will engage in witty banter with one another to reflect their tense working relationship. Gir will also spout dialog to show the incompetent robot that he is. • Zim and Dib will also say funny one-liners when Gir fails in the game. An example would be Zim shouting, “The Meat The Horrible Meat!” • The gameplay starts from the perspective of Gir, as he shoots out of the needle inside to the body of Zim/Dib. The second Gir will be A.I controlled in single player. Should a second player join in, as it is drop in/out co-op, they will take control of the second Gir robot.

  5. Narrative Research (Cont.) • Each level will start out in a particular part of the body with the player character (Gir) having to traverse obstacles and enemies, “The Meats of Evil,” who look like pieces of baloney. For example, Level 1 will start out with Gir traversing up the arm from the injection site. Gir will have to jump over various obstacles and traps, while shooting minions of “The Meats of Evil” with his blaster that will shoot various condiment related ammo. • At the end of the level, the game will turn to a tower defense-style, with Gir making a last stand against the enemies of the level. This will also entail Gir having to defeat a giant mutated piece of baloney (level boss) to access the main part of Zim’s body. • Once a level is completed, a stats screen comes up comparing the player’s scores (if coop is being played). A new cut scene plays advancing the storyline. Gir will traverse through different locales of Zim’s/Dib’s body, such as, the heart, lungs, intestines and finally the brain, where Gir has to go up against Bolognius Maximus (think The Humungus from The Road Warrior), leader of “The Meats of Evil.”

  6. Narrative Research (Cont.) • The game will have different endings, depending on who the player chooses to cure first. There will also be plot twists based off this, as well. Once again, this represents the “mortal enemies working together” dichotomy of Zim and Dib’s relationship.

  7. Narrative Research (Cont.) Methods of Research • Our team came up with this idea from the movie Innerspace, where Dennis Quaid is shrunk down and injected into Martin Short’s body. The overall story, while staying on par with the episode, “Bolognius Maximus,” gets it’s roots from this movie. • Idea for the end boss, Bolognius Maximus, came from the movie, The Road Warrior/ Mad Max 2. Particularly, the antagonist, The Humungus. • Story, characters, and dialog will come from the Invader Zim Universe.

  8. Narrative Research (Cont.) Methods of Research (Continued) • Additional assets, such as , “The Meats of Evil,” will be a new addition to the Invader Zim Universe.

  9. Mechanics Research • The core mechanics of the game will be based on the two distinct game modes. The first game mode which will be the bulk of the game, involves a player in a 2 dimensional world inside either Zim or Dib fighting off the Baloney Virus. • The second game mode is tower defense game that will be played at the end of every major level. In the story the towers are placed to prevent the infection from resurfacing in the organ that was just cured. After the tower defense level the player will get to choose what organ (level) they will do next.

  10. Mechanics Research (Cont.) 2D Shooter Core Mechanics • Jump - Player uses this to avoid traps, attacks and leap gaps in the level. • Grab - This will be an automatic mechanic put in to help players who jump just shy of the ledge. • Attacking will be the primary way to defeat an enemy and vary depending on what weapon Micro Gir is using. • Health will be seen at the top left corner and can be replenished by completing a level, inside of hidden locations and defeating enemies. • A progress bar will be viewable at the top of the screen. This will let the player know how far they are in the level and where the opposing player is or AI player if playing single player. At the end of every level a score screen will appear comparing the two players scores. Points are awarded for fewer deaths, infected cells defeated and speed of completion.

  11. Mechanics Research (Cont.) Tower Defense Core Mechanics • Placing towers in the correct location is key in tower defense. The objective is to place towers is prime locations so they can attack multiple pathways. • Different towers are earned in the 2 dimensional side of the game. When a player finds a new gun in 2D mode they earn the tower equivalent in tower defense mode. • Waves of enemies are attempting to reach the organ that was just cured. Only a certain amount of enemy units can pass before the player must try the tower level again. • Points are awarded in tower defense which allows the player to place additional towers. Players earn points by defeating enemies and completing waves. Points are then spent on additional towers or can upgrade existing towers. • Final reward screen will appear after the final wave. In this screen a player can choose a gun they have previously obtained and can upgrade its effectiveness. Each weapon can only be upgraded once to avoid over dependency.

  12. Mechanics Research (Cont.) Level Break Down Injection Site • First level Introduces Core Mechanics acts as a tutorial • Level Weapon (default) Lettuce laser - This weapon will be average for speed and damage. Upgraded the weapon will gain a piercing ability so it can hit multiple enemies. • Infected Cell - Common Enemy low health but comes in larger groups later levels. • BologniusVirus Cell - Burrows into the ground (Tissue) and resurfaces behind the player before it attacks. • BologniusTumor - Stationary enemy the creates Infected Cells.

  13. Mechanics Research (Cont.) Level Break Down (Continued) Heart • Level Weapon Mayo Murder Ray (Magnifying Glass Base) - This weapon will do little damage but have concentrated fire that builds more damage the longer its on an enemy. Upgraded the weapon will reach maximum damage output faster. • Unique Enemy Bolognius Muscle Monster - This enemy has high health and damage output but moves slowly. • Unique obstacles will include reaching higher ledges by timing jumps with the heart beat.

  14. Mechanics Research (Cont.) Level Break Down (Continued) Lungs • Level Weapon Baloney Bombs (Hand Grenade Base) - These weapons do high splash damage but slow attack speed. Upgraded they increase their splash radius. • Unique Enemy Bolognius Spore - This enemy has low health but can hover and fly around Gir for aerial attacks. • Unique obstacles will include riding air bubbles and timing jumps over fast moving currents of air.

  15. Mechanics Research (Cont.) Level Break Down (Continued) Kidneys • Level Weapon Sesame Seed Shredder (Machine Gun Base) - This weapon will do low damage but have rapid fire. Upgraded the weapon will increase its fire rate. • Unique Enemy Bolognius Slime Hurler. This enemy has little health buy chucks bologna slime at players from a distance. • Unique obstacles will include timing jumps with rising and falling platforms.

  16. Mechanics Research (Cont.) Level Break Down (Continued) Liver • Level Weapon Tomato Tormentor (Flamethrower Base) - This weapon does average damage and has low range but can do continues damage over time. Upgraded the weapon does increased damage over time. • Unique Enemy Bolognius Explodus - This enemy has average health and does little damage but will explode doing massive damage when defeated if Gir is to close. • Unique obstacles will include avoiding toxic traps located in the ceiling and floors.

  17. Mechanics Research (Cont.) Level Break Down (Continued) Intestines / Stomach • Level Weapon Bread Basher (Club Base) - This weapon acts a the melee instrument and delivers high damage with knockback on lesser enemies. Upgraded it has a chance to stun lesser enemies. • Unique Enemy Bolognius sharks - Bolognius sharks swim in the acid pools and attempt to knock players into the acid. • Unique obstacles will include avoiding large acid pools and staying on top of half digested food.

  18. Mechanics Research (Cont.) Level Break Down (Continued) Brain (Final Level) • The final level will be about Gir defeating Bolognius Maximus. A massive muscular piece of meat trying to take over Dib or Zim’s brain based on who the player is inside of. The player must be wary of Bolognius Maximus high damage attacks as well as when Bolognius Maximus attacks Dib or Zim’s brain causing it to stun Gir.

  19. Mechanics Research (Cont.) Control Layout Xbox 360 A = Jump X = Attack Left Thumb stick or D Pad = Move Start = Pause Screen PS3 X = Jump Square = Attack Left Thumb stick or D Pad = Move Start = Pause Screen

  20. Mechanics Research (Cont.) Control Layout Wii B = Jump Y = Attack Left Thumb stick or D Pad = Move Start = Pause Screen 3DS B = Jump Y = Attack Left Thumb stick or D Pad = Move Start = Pause Screen

  21. Mechanics Research (Cont.) Control Layout PC/Mac Attack = Left Mouse Button Jump = Space Bar or Right Mouse Button Movement = W, A, S, D or the Arrow Keys Escape Key = Pause Menu

  22. Mechanics Research (Cont.) Control Layout • Controls on the Android/iPhone will be created by making a virtual controller taking advantage of the mobile device’s touch screen technology. • This will have benefits when playing the game in tower defense levels where selecting placement site will be much quicker.

  23. Art Research As I am not so familiar with Invader Zim I did recognize the dark artwork aspect of the cartoon. So, with my first research I began to examine a variety of Invader Zim episodes to enhance my grasp the characters and the environments of the show. After that, I started looking into the creator, Jhonen Vasquez and the art director, Bryan Konietzko, to get a better understanding of the art style and influences behind the Invader Zim series. Finally, I took a closer look at the human anatomy, specifically the internal organs.

  24. Art Research (Continued) Research Games • Ren and Stimpy: Stimpy’s Invention was looked at because of its cooperative player mode and that it in the platform game genre. • Contra is also in the platform game genre. This game is similar to ours in a couple of ways. First it stages the stage layouts from being side scrolling to a top view. Secondly this game is a side scrolling shooter like ours. • Invader Zim: Good Gir Gone Bad! is an internet game. It is a side scrolling platform game. This game has similar graphics to the cartoon show.

  25. Art Research (Continued) Game Graphics • The graphics of our game will be similar to the cartoon show. All characters will be animated exactly how they are depicted in the show. The color scheme of the game will share characteristics of the Invader Zim series, as in it will use dark colors. The overall theme of the game will share characteristics of the show as well.

  26. Audio Research Musical Score • Music in the Invader Zim series is a mixture of techno and gothic metal. It is dark in nature, full of heavy bass strikes which are a perfect fitting for the dark humorous tone set by the cartoon storyline and graphic style. • The Series Original Music is composed by Kevin Manthei who has experience in the video game industry. He has worked on well-known titles such as Star Trek Online. • Kevin Manthei would be hired to provide the music score for the title screen, levels, and marketing materials. • Existing music rights would need to be granted by Nickelodeon.

  27. Audio Research (Continued) Voice acting • During the game there will be constant audio queues by the two main characters, Zim and Dib. These audio queues will provide players with hints towards their progress, vocal rewards for accomplish goals and comic relief. • The voices for Zim and Dib are acted by Andrew Berman and Richard Horvitz respectively. • Andrew Mark Berman (Andy Berman) is an accomplished actor who has worked on known TV series such as Lois & Clark: The New Adventures of Superman (1996). • Richard Horvitz is also an accomplished actor who has worked on famous animation tiles such as Shrek (2001) and Monsters vs. Aliens (2009). • Both actors would be hired to narrate cut-scene dialogues and in-game dialogue. They will also be a key part for our marketing campaign.

  28. Audio Research (Continued) Sound Effects • The sound effects in the Invader Zim series are dynamic and explosive. There is a constant mix of space age beeps and tones cast against typical environmental sounds. • Fortunately for our project, the audio designer Paul Menichini also has a vast experience in the game industry. Mr. Menichini has worked on popular and successful titles such as Activision Blizzard’s World of Warcraft: The Burning Crusade. • Paul Menichini would be an essential part of the project and should be hired as a consultant for our audio design team. • Existing audio rights would need to be granted by Nickelodeon.

  29. Marketing Research ESRB • The show was catered to the younger age range of viewers. However due to the fact that so many children watched the show, some parents watched as well. This combination easily allows the game to be rated for E10+. By adding some “intellectual” humor at some points along the way not only will the game become interesting to the older age group, it can also be seen as a learning experience for the younger players. Platform • Many households now have multiple gaming systems, the game would be best created to work with all of them. This allows more opportunity for the game to be purchased, especially in homes where a system is used solely for the younger players in the home. Also for homes without a game system a PC and Mac version would be made along side with an Android/iPhone version. All systems used would include the Xbox 360, Playstation3, Nintendo Wii, PC/Mac, and Android/iPhone mobile.

  30. Marketing Research (Cont.) Reviews • Initial reviews will be provided through user testing done by our studio. This information will help to cater the game to the specific demographics. Closer to the release of the game the major review portals such as IGN and G4 will be given a copy to review on their respective sights. This allows more people to see the game and what it is about in order to help them make the decision to buy the game. Marketing Schemes • Advertisement will be done mainly during the reruns of Invader Zim on Nickelodeon. Pre-order bonuses will include extra playable areas, Avatar items (for Platforms with an avatar I.E. Xbox 360), and lastly a point scheme can be setup up that gains points used on Nickelodeon.com for Invader Zim merchandise and DVD episodes.

  31. References Innerspace (1987) - IMDb. (n.d.). The Internet Movie Database (IMDb). Retrieved November 4, 2011, from http://www.imdb.com/title/tt0093260/The Road Warrior (1981): http://www.imdb.com/title/tt0082694/ Invader Zim | Invader Zim Games & Episodes | Cartoons | Nicktoons. (n.d.). Nickelodeon Cartoons | Cartoon Games & Cartoon Videos | Nicktoons. Retrieved November 4, 2011, from http://nicktoons.nick.com/shows/invader-zim/ Invader Zim (series) - Invader ZIM Wiki. (n.d.). Invader ZIM Wiki. Retrieved November 4, 2011, from http://zim.wikia.com/wiki/Invader_Zim_

  32. References (Continued) Fantastic Voyage (1966) - IMDb. (n.d.). The Internet Movie Database (IMDb). Retrieved November 3, 2011, from http://www.imdb.com/title/tt0060397/ IMDb - Jhonen Vasquez. (n.d.). The Internet Movie Database (IMDb). Retrieved November 5, 2011, from http://www.imdb.com/name/nm0890679 Invader Zim: Good Gir Gone Bad! | Play Cartoon Games | Nicktoons Games. (n.d.). Nickelodeon Cartoons | Cartoon Games & Cartoon Videos | Nicktoons. Retrieved November 3, 2011, from http://nicktoons.nick.com/games/invader-zim-good-gir-gone-bad.html Ren & Stimpy: Stimpy's Invention - Wikipedia, the free encyclopedia. (n.d.). Wikipedia, the free encyclopedia. Retrieved November 6, 2011, from http://en.wikipedia.org/wiki/Ren_%26_St

  33. References (Continued) Contra (video game) - Wikipedia, the free encyclopedia. (n.d.). Wikipedia, the free encyclopedia. Retrieved November 3, 2011, from http://en.wikipedia.org/wiki/Contra_(video_game) Kevin Manthei Music. (n.d.). Kevin Manthei Music. Retrieved November 5, 2011, from http://kmmproductions.com/credits_tv World of WarCraft: The Burning Crusade - Credits - allgame. (n.d.). allgame. Retrieved November 5, 2011, from http://www.allgame.com/game.php?id=48564&tab=credits Andrew Mark Berman- Filmography - Movies & TV - NYTimes.com. (n.d.). Movie Reviews, Showtimes and Trailers - Movies - New York Times - The New York Times. Retrieved November 6, 2011, from http://movies.nytimes.com/person/5730/Andrew-Mark-Berman/filmography

  34. References (Continued) Richard Horvitz - Filmography - Movies & TV - NYTimes.com. (n.d.). Movie Reviews, Showtimes and Trailers - Movies - New York Times - The New York Times. Retrieved November 6, 2011, from http://movies.nytimes.com/person/871806/Richard-Horvitz/filmography

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