EMMA TETHRAIN
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Burglar drawn by Felicia Lindgren For Game Project 2 Melinda Emanuelsson's game idea "Burglar" was chosen and I was picked to be a part of the team as a designer! The team consists of: Designers: Emma Tethrain, Kevin Buda Andersson, Linus Jernström, Melinda Emanuelsson Programmers: Casper Juvas, Dennis Löv, David Bern, Viktor Niemelä Artists: Ellinor Levin, Felicia Lindgren, Loke Öhrström, Lucas Andersson Lundvik, Oskar Lindahl, Theodor Fransson, Wille Evensson 14 March 2023 I made a server on discord for everyone to use during the Game Project to come. I also made a template for the GDD and the Breakdown for us to use and made sure to post it on our Discord server! I added some information to the GDD to get us started, like props we need and sound effects and filled out the information I had. 15 March 2023 We had our first designer meeting and decided on the main roles we designers will have during the production, and backups in case. Product manager: Emma Tethrain Level Design: Melinda Emanuelsson AI and System Design: Kevin Buda Andersson UI Design: Linus Jernström Narrative: Emma Tethrain, Kevin Buda Andersson Redflag (mental health representative): Emma Tethrain, Linus Jernström Since in Game Project 1 there were groups that had bad experiences I wanted to make sure that we prioritized mental health and a good work environment, so I made up the Redflag role. So we have to representatives, me and Linus, that people can turn to if they have something on their minds. I also encouraged everyone to reach out to the teachers if they don't feel like they want to share their problems with us; As long as they seek help when they need it instead of keeping it inside and feel depressed. It's very important, and I want everyone to prioritize their well-being in this project and have fun time together! At the design meeting we also discussed different ideas we had about the game and the game scope. Dog made by Felicia Lindgren 16 March 2023
I made a mood playlist with Melinda so we could get into the feel of the game. We also talked loosely about the level design and the game aesthetic. We also discussed win and lose condition. I shared my idea about the player not just losing the game if they are caught by the Resident, but that they could get captured and had to break out from there. If that event happens then the resident will try to kill the player because they escaped. I wanted to do something more than just win and lose, and I liked the idea of giving the player one more chance before they lose, a chance to get back up. 17 March 2023 We had another Designer meeting since there were somethings I was still unclear about. The scope is:
We decided on the following game aesthetic: It's going to play out in current time, in 2023. The residents house have not been updated since the 70s, so it will have that aesthetic to the living quarters. The basement will be more updated and modern as the Resident put most of their wealth into their "hobby". As a game reference that the artists can use we decided on Resident Evil 7. We are going to have a art meeting next week to check with the artists and hear their thoughts about it. We decided that the house will be in the outskirts of town, in the forest so that the artists don't have to put too much time on surrounding environment and can focus more on the house itself. First group meeting: We had our first group meeting later the same day. However a lot of people were absent. I felt that we still had to have the presentation. Thinking back at the last game project, I was unsure about if I should do certain things/ make decisions without my designer partner at the time, Calle, if he was absent, but after a talk with Fanny, my teacher, she made it clear that at times like that, then I am the leader and will make the calls. So for the meeting I felt that going through with it would be best. I also don't know if the missing people will be here on Monday so I don't want to stop our plans because of absence. We decided that we will write a summary of the meeting and post it on Discord for everyone to see. Together we decided on the Studio name: Silent Partner Interactive We could not decide on roles for the rest of the group since people were absent and I didn't know what they had worked with previously and wanted to work on on this project. But the people that were present have told me about what they worked with and what they wish to work with so that's good. I also messaged two members of the group who were absent and they shared what they did and what they want to work with. I'm still missing information from other group members but I will take care of that on Monday. I also put Linus together with Kevin now in the beginning to work on Systems so we have work ready for the programmers when the project start next week so that they have stuff to do immediately. Melinda also made a level block out today!
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