Name(s): Rowan Barnes
Date: 29/01/2017
Blog: https://digitalproject2.blogs.lincoln.ac.uk
Tutor(s): James Field
Working title:
What is the intended idea/concept of the project?
I would like to create an interactive thriller game/experience based in and around the history of the London Underground. The game will follow a linear narrative that is influenced by the main changes and points throughout history that the underground has endured, examples including the introduction of electricity underground, the blitz and world wars, the evolution of advertisement, fires and terrorist attacks. The games timeline will begin when the underground first opened and end with how it looks and operates today. The narrative will be made up of minimal characters, the main one being the character that is controlled by the user. The thriller element of the game will come from a feeling of a threat/villain to the main character in the form of a train that feels like it is chasing them through the tunnels of the London Underground. The game will be mostly for entertainment purposes however will also be an introduction into the rich history of the London Underground. In terms of narrative the player will be mostly in the dark, literally and figuratively. The entirety of the game will be underground and the character/user will move through various tunnels, they have no information on who they are, why they are there or where they are going. The only source of narrative will be the surroundings and a mystery voice heard via a radio and other electric equipment that guides them through the tunnels.
The level of interactivity within the game will be entirely based on my skills and therefore the level of control that the user will have is dependent on my coding and game development abilities. The most successful outcome would be that the user is fully able to control the character and move them around the scene and can interact in some way with the narrative of the story. The game will follow a typical ‘side-scroller’ format. The game is a collaboration project between a ‘Radio and Sound’ student and I. My project partner will be responsible for developing all of the audio for the entirety of the project, this include the soundtrack, sound effects and voice actors required for the game. My project partner will also collaborate with me in writing the ‘script’ for the game, the general narrative and storyline. I will be responsible for all of the visuals and all other physical elements and aspects of the game such as the character creation, animation and game development.
Describe the intended audience:
The game will be mainly enjoyed by gamers who love indie, adventure, single player games however will also be an introduction for inexperienced gamers as the game will be very simplistic and easy to play. The game may also be of interest to those who are fascinated or interested in the history of the London Underground.
The game will be web based so will be intended for playing on a laptop or a computer however in future could be turned into an app for gameplay on the go. The game is intended to be in the thriller genre therefore the user would find it most immersive and exciting to play the game in the dark and enclosed space to feel cut off from the world and isolated.
How will this project extend your creative and technical skills?
To create this game, I technically must improve greatly on my coding and game development skills from my previous project. This game will involve a lot more interaction with the interface by the user therefore will involve a lot more complicated programming. I intend to use the games development software ‘Unity’ which will involve a lot of practicing and trial and error as I have never used it before. I have also never made a side-scrolling game so must heavily research how to do this. I will also have to practice working in a team as this is a collaborative project. I will have to make sure I stay frequently in touch with my project partner and that we communicate on the stages and progress of our work.
Creatively I must come up with a suitable design and concept art for the game, including my own artistic visuals in an original and unique style. The design of the game has to be easy to use and the path that the user should follow must be clear.
Outline how the practical work will be carried out and the time-scales involved for each task. (If working in a group, please also indicate the division of labour):
Stage One: 2 weeks (Week 3 & 4)
Researching the London Underground and its history. Extensive research into the design and architecture and how it has evolved. Research into ‘side-scrolling’ games and other indie games to inspire conceptually and technically. Research into the best software to build and animate characters and create the side scrolling game. Begin to produce a narrative and storyline for the game. Log all research on blog: https://digitalproject2.blogs.lincoln.ac.uk
Stage two: 4 weeks (Week 5, 6, 7, & 8)
Create a script based on the narrative and storyline. Begin character and background scene concept designing. Producing lots of sketches through trial and error to achieve my final visual style and characters. Begin experimenting with the chosen software and practicing games development by producing several drafts and versions. Begin to 3D model the character and practice animating it. Overall experimenting and producing assets to create a segment of the game. Log all experimenting on blog: https://digitalproject2.blogs.lincoln.ac.uk
Stage three: 4 weeks (Week 9, 10, 11 & 12)
Produce the majority of the game to a fully functioning standard, ironing out any problems or initial bugs. Produce branding for the game such as its logo and title sequence. Potentially think about producing a trailer for the game. Implement any sound designed and created by my project partner. Produce more assets to complete the game entirely and work towards the completed final artefact. Log all progress on blog: https://digitalproject2.blogs.lincoln.ac.uk
Stage Four: 3 Weeks including the Easter break (Week 13, 14 & 15)
Finish the final digital media product/artefact. Use the information from my blog to create a digital portfolio containing all relevant documentation from the project including a detailed reflection on the piece. Create a digital press pack for the LSFM degree show. Finally write a critical evaluation of the finished artefact.
What other work (by animators, designers, film-makers, writers, digital media producers, etc.) is relevant to your project? (This work may either be relevant for its conceptual, inspirational or technical similarity):
Here are some games that inspire the game I would like to create conceptually and technically:
Rayman Origins (http://store.steampowered.com/app/207490/)
Oxenfree (http://store.steampowered.com/app/388880/)
Firewatch (http://store.steampowered.com/app/383870/)
Limbo (http://store.steampowered.com/app/48000/)
Inside (http://store.steampowered.com/app/304430/)
The Final Station (http://store.steampowered.com/app/435530/)
Memoranda (http://store.steampowered.com/app/430410/)
Beholder (http://store.steampowered.com/app/475550/)
Never Alone (http://store.steampowered.com/app/295790/)
Valiant Hearts (http://store.steampowered.com/app/260230/)
Pictures of the above games and a timeline of research that I have gathered on the London Underground to inspire the narrative and storyline for the game can be found on my Padlet:
https://padlet.com/12451734/j3h7mqa2xdbu
List at least two critical texts that are relevant to your conceptual intentions:
- Barman, C. (1979) The man who built London transport: A biography of frank pick. London, United Kingdom: David & Charles PLC.
- Garland, K. and Garl, K. (1994) Mr. Beck’s underground map. London, United Kingdom: Capital Transport Publishing.
- Green, O. (1999) Underground art in London: Transport posters 1908 to the present. London: King, Laurence Publishing.
- https://tfl.gov.uk/tube-dlr-overground/status/
- http://content.tfl.gov.uk/design-style-guide.pdf
- http://content.tfl.gov.uk/lu-signs-manual.pdf
- http://content.tfl.gov.uk/station-design-idiom-2.pdf
- http://content.tfl.gov.uk/onl-std-081-brand-iconography-standard.pdf
Any other information not covered previously:
Changes?
Overall there have been very little changes to the proposal. The only change is that in the original I wanted the threat/villain of the game to be an impending train that feels as if it is chasing the character through the tunnels. However, upon reflection, it would be ineffective to have a threat/villain if it actually poses no threat to the character. Why would the character feel threatened by a train that never actually gets/almost gets her?
Instead of a train being the threat we have changed it so that the mystery voice on the radio is actually a character with a personality who could potentially be the character’s friend but could easily turn against them and become a threat.