Unit 72 - Daniel Shepherd - Computer Games Design
Presentation to Stakeholder's
Individual slides of my presentation;
Complete slideshow of all the images above;
Video of my Presentation;
Appendix C - Gender Imbalance in Gaming
There have been multiple studies that relate to the topic, Gender Imbalance in Gaming, and there is quite a lot of information generated from these studies. I do believe that gaming is dominated by the Male gender however, there is definitely a rise in females gamer's are especially in the genres of Puzzle and Adventure Games.
I think that women play the puzzle genre mainly because they enjoy the more metal challenging games compared to the more action based shooting games. I also think that Adventure games appeal more to the female audience as most adventure games allow for character customisation meaning they can create a female character if they wish to do so.
This is effective as it may make the game a more immersive experience for the females instead of having solely male protagonists throughout most games.
I think that women play the puzzle genre mainly because they enjoy the more metal challenging games compared to the more action based shooting games. I also think that Adventure games appeal more to the female audience as most adventure games allow for character customisation meaning they can create a female character if they wish to do so.
This is effective as it may make the game a more immersive experience for the females instead of having solely male protagonists throughout most games.
Appendix B - 5 Factors by Ocean Games
VandenBerghe's work is known as Five Factor Model. This is a well known psychological model of human personality traits. Another way that this model is known as is 'The Big Five' which explains personality traits in five terms;
Openness to New Experiences,
The Openness to new experiences can effect a player's view to the video game they are viewing. If a player is open to immersing themselves in a video game, then they are more likely to appreciate/enjoy it.
Conscientiousness,
Conscientiousness, is a tendency to be organized and dependable, show self-discipline, act dutifully, aim for achievement.
High conscientiousness is often results in stubbornness and obsession.
Low conscientiousness is associated with flexibility but can also appear as sloppiness and lack of reliability.
Extraversion,
Extraversion, tendency that player's seek to be with a group of people. For example, any game that supports multiplayer.
High extraversion is often seen as attention-seeking.
Low extraversion causes a reflective personality, which can be perceived as self-absorbed.
Agreeableness,
Agreeableness is a measure of the users trusting and helpful side.
High agreeableness is seen as submissive.
Low agreeableness personalities are often competitive or challenging people.
Neuroticism,
Neuroticism, contains the traits like Far, Frustration and Anger. Another way to phrase this is by naming it the player's 'emotional stability'.
High Stability, the player is stable and has a calm personality.
Low Stability causes a excitable personality, often in very dynamic individuals.
The terms of these traits above are a convenient acronym - OCEAN.
Openness to New Experiences,
The Openness to new experiences can effect a player's view to the video game they are viewing. If a player is open to immersing themselves in a video game, then they are more likely to appreciate/enjoy it.
Conscientiousness, is a tendency to be organized and dependable, show self-discipline, act dutifully, aim for achievement.
High conscientiousness is often results in stubbornness and obsession.
Low conscientiousness is associated with flexibility but can also appear as sloppiness and lack of reliability.
Extraversion,
Extraversion, tendency that player's seek to be with a group of people. For example, any game that supports multiplayer.
High extraversion is often seen as attention-seeking.
Low extraversion causes a reflective personality, which can be perceived as self-absorbed.
Agreeableness,
Agreeableness is a measure of the users trusting and helpful side.
High agreeableness is seen as submissive.
Low agreeableness personalities are often competitive or challenging people.
Neuroticism,
Neuroticism, contains the traits like Far, Frustration and Anger. Another way to phrase this is by naming it the player's 'emotional stability'.
High Stability, the player is stable and has a calm personality.
Low Stability causes a excitable personality, often in very dynamic individuals.
Appendix A - Violent Crime Analysis
Violent Crime percentages, before video games, where a lot higher as people didn’t have a pass time that allows them to take their anger/frustration out on. When video games started to become more popular, the percentages started to decrease which meant video games are helping to stop violent crime in the world.
I do not think that this happened by chance, I think that it is a direct correlation, as it is making people stay inside more instead of being antisocial and causing havoc on the streets.
I do not think that this happened by chance, I think that it is a direct correlation, as it is making people stay inside more instead of being antisocial and causing havoc on the streets.
Task 2B
Narrative
As the sun was setting in the horizon, all you can see is the hordes, known as the Dusk Settlers, along the battlefield. They settle for the night letting us stew with anxiety as they relax, eating and drinking themselves to sleep. We were staying up rather late trying to create a plan of action to defend the hordes from conquering our castle, Castle Rox. The land was desert and in the background you can see mountains. The castle is quaint with a medieval look to it. As we were beginning to become stressed because of the struggle for ideas, a man who goes by the name of Tidus Flux offers his men to help support our cause.
Tidus Flux was born in a city, more of a sanctuary, known as Inventus. He was born into wealth and hadn't had a trouble in the world until his parents and his sister were murdered by the Dusk Settlers. He swore vengeance for his family and for everyone who had fallen victim to the blades of the Dusk Settlers. He took command of the armies leading their attacks and winning them with minimum casualties.
The Dusk Settlers have been around fighting for as long as mankind have been here. They are trying to rule all the lands of which they would need to overthrow the king to achieve this goal. They believe they are the worthy ones of the throne however, many think differently.
Tidus heard about how Castle Rox is being threatened and he thinks if he steps up and helps defend the Castle then many causalities may come to the Dusk Settlers. He knows he is taking a risk at trying to help but the reward makes the risk worthy.
As the Dust Settlers begin their march on Castle Rox they see all the additions that Tidus has supplied. They have gloom and despair in their eyes but they carry on their assault, It will take them quite a while for them to reach the Castle because in their way is a giant moat which they will need to cross. Due to this we have more time to prepare so we scope the lands to map it out.
Target Audience
The target audience in my game would be aimed towards both male and female gamer's aged 16+. This is because, in my game, it contains a little bit of violence which I don’t think children aged younger than 16 should be experiencing.
Another reason for this would be because the actions within the game, gamer's under the age of 16 may not understand/comprehend.
Drawing's and Developed Concepts
Terrain and Architecture
Object's
Crate Concept Drawing
Stacked Crates Concept Drawing
Canon Concept Drawing
Halberd Concept Drawing
Potions Concept Drawing
Health Potion Coloured
Stamina Potion Colour (Bright Version)
Stamina Potion Colour (Darker Version)
As the sun was setting in the horizon, all you can see is the hordes, known as the Dusk Settlers, along the battlefield. They settle for the night letting us stew with anxiety as they relax, eating and drinking themselves to sleep. We were staying up rather late trying to create a plan of action to defend the hordes from conquering our castle, Castle Rox. The land was desert and in the background you can see mountains. The castle is quaint with a medieval look to it. As we were beginning to become stressed because of the struggle for ideas, a man who goes by the name of Tidus Flux offers his men to help support our cause.
Tidus Flux was born in a city, more of a sanctuary, known as Inventus. He was born into wealth and hadn't had a trouble in the world until his parents and his sister were murdered by the Dusk Settlers. He swore vengeance for his family and for everyone who had fallen victim to the blades of the Dusk Settlers. He took command of the armies leading their attacks and winning them with minimum casualties.
The Dusk Settlers have been around fighting for as long as mankind have been here. They are trying to rule all the lands of which they would need to overthrow the king to achieve this goal. They believe they are the worthy ones of the throne however, many think differently.
Tidus heard about how Castle Rox is being threatened and he thinks if he steps up and helps defend the Castle then many causalities may come to the Dusk Settlers. He knows he is taking a risk at trying to help but the reward makes the risk worthy.
As the Dust Settlers begin their march on Castle Rox they see all the additions that Tidus has supplied. They have gloom and despair in their eyes but they carry on their assault, It will take them quite a while for them to reach the Castle because in their way is a giant moat which they will need to cross. Due to this we have more time to prepare so we scope the lands to map it out.
Target Audience
The target audience in my game would be aimed towards both male and female gamer's aged 16+. This is because, in my game, it contains a little bit of violence which I don’t think children aged younger than 16 should be experiencing.
Another reason for this would be because the actions within the game, gamer's under the age of 16 may not understand/comprehend.
Drawing's and Developed Concepts
Terrain and Architecture
This is the original terrain and architecture concept idea. It is set in a desert and has a mountain range in the distance.
After further development, I decided that the terrain could have a volcano in the background which is spewing rocks towards the castle. This could also add more game-play elements for example; the player could try to dodge the rocks that a spewing out of the volcano.
Object's
Crate Concept Drawing
This is an object which stores items. Player's can either find items in these crates and/or store items they no longer need inside the crate.
Stacked Crates Concept Drawing
This is the same object however there are multiple stacked on top of each other.
Canon Concept Drawing
The canon is a weapon that is mountable by both the player and the enemy npc's.
Halberd Concept Drawing
This is a weapon that the player can wield. The player can upgrade this weapon if they wish to do so.
Rapier Concept Drawing
This is another weapon that the player can wield if they want to.
Bow and Arrow Concept Drawing
This is a ranged weapon that the player can use. The arrows can run out so you will have to use they wisely.
These as the Health and Stamina potions. They are items that the player can use to regenerate their health and/or stamina quicker.
Health Potion Coloured
This is what the health potion would look like coloured.
Stamina Potion Colour (Bright Version)
This one version of the stamina potion coloured.
Stamina Potion Colour (Darker Version)
This another version of the stamina potion coloured.
Shield Concept Drawing
This is one design for the shield concept.
Character Concept Drawing
This is the character that the player will play as, Tidus Flux. The concept is the character from the side on position.
Torch Concept Drawing
This is the torch. These will be in numerous locations around the game.
Storyboard
This story board is for the opening cutscene to my game. After this cutscene the player will be placed into the game with ability to move and carry on with the story.
This is what the storyboard art style would be like.
This is a close up view of the art style.
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