Case Study


You Snuck A Water Bottle Into The Movie Theater


Client: School Project

Timeline: 11/04/2019-12/06/2019 (1 month)

  • Concept/Idea: Created moodboards to try and think of a theme for the game (11/04/2019)
  • Prototyped a single level of the game using some of the final assets (11/23/2019)
  • Finished the rest of the base game (12/02/2019)
  • Added effects and polish, and completed documentation (12/06/2019)

Problem: 

The assignment was to create a 5 level game with assets we found/created purely from a design standpoint, meaning we weren't allowed to change the scripting in order to challenge our creative ability.

Outcome: 

I created a game that was chosen for the Arts and Entertainment Technologies Demo Day Fall 2019. (I was, however, not able to participate).

Process:

When we were first presented with the "player follows waypoints and can only jump" concept earlier in the semester, many students, including myself, did not like it. It wasn't a lot to go off of, considering there was only one single mechanic. However, while doing the initial assignment with this project, I discovered some cool things that could be done with the checkpoints that kept the player on their toes. I figured that adding a theme and assets would make this a more enjoyable project, so hen the final project came around, I ended up picking this concept to work off of. With the waypoint chase system, I was able to create an escape themed game. I wanted a cityscape that the player could run through while being chased by police, so I made my asset choices based off of that. The police game objects that chase the player actually use the exact same script as the player object, apart from the jump being disabled on the police object and an added deathbox. Throughout the game the player interacts with several pieces of the environment that is used to make the great escape. These pieces are also used to tell a story without having text or dialogue in the game, from the player running out of a movie theater to the player escaping to their home. I used low poly/blocky assets because they were easier to work with and it worked well with the goofiness of the game. I also didn't want to have to use a 3D model for the player/police and then have to animate them, so the low poly models allowed me to get away with just using blocks. You can find even more detailed documentation over here. That that holds a 43 page documentation on every single step, process and idea that went into the making of every single level of the game, from the waypoint routes to the police car lights.

Get You Snuck A Water Bottle Into The Movie Theater

Leave a comment

Log in with itch.io to leave a comment.