Saturday, May 1, 2010

minigames

Minigames

So here are 4 mock-ups of my minigames. These are studies of elements that you can find within current games that I find interesting for different reasons. The main reasoning behind these is that they take advantage of psychological research to add to the addictive quality to gaming without adding any real content or game play to the game itself. Current game theory no longer rests on making an interesting game to sell and have played, but to create a game that players cannot leave, and will continue to play and pay for, month after month, year after year. For those of you who play games like WoW or farmville. you might recognize some of these elements. One of my key resources for these first few games was this article in cracked.

Chest - The main idea behind all my games is to try and trap the audience, "gamer", in the game. Trying to force them to want to repeatedly press the button. Chest attempts this by drawing the player into the game with crazy rewards. The chest itself is designed to tempt the viewer with its gaudiness, the locking mechanism is made needlessly complicated to create anticipation after the button is pushed, and then the reward system is set to random with a multitude of outcomes, to tempt the view to push again to get a new reward.

Flower - This is based off of farmville. You start with a flower, which you must water to grow. Once the flower is fully grown, you must continue to water the plant or it will slowly wither away and die.

Glass - It's always fun in shooting games to destroy, especially glass, chests and cars. This game allows you to destroy the glass as much as you want, and it will slowly heal on its own, because all objects can be put back together, at least in video games ;P
(John- I was thinking this one might actually be easier to do in processing, let me know what you think.)

LevelUp - Everyone knows that leveling up is one of the funnest parts of gaming. You get new abilities, new missions, new you. Great music plays, and golden light shoots of your crotch. I'm trying to distill this experience down to it's minimum, which seems to be harder then I thought.

As I've stated these are all mock-ups, made with found footage instead of 3d models I made myself, and most lack any sound effects. These are more to test the code and to see which might work better then others, and what I need to fix in the ideas. I have some models and test animations as well, which will be posted soon.




Friday, April 23, 2010

zero to hero infomercial





So it took a while but I finally collected a bunch of training montages and started cutting them together. I started trying to make a work out video, which ended up being about 20 mins long. I realized right away, this would take up about the whole term to cut together, voice over and edit properly. So in the interest of time, I opted to trying an infomercial format. This is the preliminary edit (kind of like a story board). I want to get someone else to do the voice over, since I think my voice lacks that commercial quality (and it's embarrassing to listen to over and over while I edit the video). I'm also going to do the final cut in after affects so I can bring in some cool titles and color charts. I'm definitely trying to ramp up a dork factor with this short, hope it works.