Exercise 5 – Designing a Game

The Brief:

For this project, we were tasked with designing our own game, with planned narrative, concept art and ideas of how the actual game will play, i.e. types of mechanics and how it would control.

I was placed in a group with Oliver Addison, Lewis Rhodes and Josh van Wyk and as a group we came up with the title ‘Euphoria’, a single-player, story-driven adventure game that takes place in a dystopian future in a city that strives to be ‘Utopia’, we call this Euphoria.

The game is under the first-person shooter genre, but also incorporates stealth elements along with puzzle-solving gameplay, and to help make the game a more engaging experience for the player, given what the plot is, it is also open-world.

The Story:

The character you play as is born into Euphoria as part of a high-ranking family, but at a certain age you are ‘enlightened’ with the ability of free thought, which is then you realise the world have not been granted this, and you realise what sort of world you live in.
Assuming the role of a PeaceKeeper, expected to squash out rebellions, you can now begin to make your own choices. Do you remain a loyalist? Join the rebellion? Or remain neutral and attempt to juggle both of these ideologies as you play through.

The Gameplay:

Like mentioned above, this is an open-world first-person shooter with stealth elements, but something that brings our whole narrative together is how vital your actions can be to affecting the story.

From the moment you assume the role of your character, you are given a dramatic choice to decide, and from here the game will begin deciding on your alignment through a percentage based system, much similar to the likes of the ‘inFAMOUS’ or ‘Fallout’ games.

You can explore two worlds, the wastelands, home to many outposts claimed by the rebellion, many slums with a high concentration of branded clothing, due to the high output, and Euphoria itself, where you can remain close to your family and have access to free healthcare (in the form of health packs that you are not able to use outside Euphoria). In each of these places you can take part in main quests and side quests.

The main conflict would be in the form of people from the rebellion and Helper bots that can transform into bigger mechs and vehicles, such as bipedal tanks.

The Characters / My Slides:

I was tasked with creating the character designs and moodboards and writing the backstories and summaries of each one. Below you will see my slides:

char1char2char3char4char5char6char7

Target Markets:

We are aiming for individuals above the age of 18 as we would like to show more gritty content to leave an impact on those who play our game and make them think.

We plan for our game to be on Xbox One, the PlayStation 4 and PC, giving us a widespread of possible fans to play the game.

Those who enjoy such games as ‘Call of Duty’, ‘Metal Gear Solid’, ‘Fallout’, and ‘Wolfenstein’ will most likely be drawn to this style of game, as it incorporates strong narrative, first person shooter and stealth gameplay.

People who enjoy playing games to get lost in the world and explore, and those who are fans of games that are very plot-driven will get the most enjoyment out of this game, along with anyone who enjoys collection achievements (whether it be Steam, Xbox or PlayStation’s Trophies) for the most part.

The Presentation:

Here is the presentation that we all contributed to while bringing our ideas together, and was what we presented to our class and teacher for this unit:

Here – Saved on Google Docs

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