Friday, February 21, 2014

Foodtruck Wars Layout / Level

using Trimble Skecthup - I created a sample game world environment.
This is one of the food court where the player's food truck is located. This setting is one of the exotic settings of a rural village.
Plan View -
showing layout, positions of food trucks in courtyard, entry ramp,

seating area and surrounding buildings

Front View

 showing entrance ramp, seating area, neighborhood and food trucks
Side View

 showing entrance ramp, customers seating area, neighborhood and
 food trucks






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Perspective view - with the tilt/shift toy effect
Perspective view - with the tilt/shift toy effect


Wednesday, February 5, 2014

Game Emotional Tone presentation - featuring the art of Lady Elizabeth Butler


Game "Fall of an Empire" Emotional Tone presentation -


Featuring the art of Lady Elizabeth Butler and the music of Holst "Mars: Bringer of War"



Friday, January 24, 2014

FLowlab game creator

http://www.flowlab.io/game/play/30655

Adventure Time Game Creator



Food Truck Wars strategy game

High Concept

The player takes the role of a food truck vendor/owner.

This is an asset management/strategy genre game.

The vendors competes for resources such as parking space, customers, quality ingredients, quality workers, chefs etc, while dealing with the competition. 

Special events include occasional zombie attacks, gentrification of a neighborhood or change of customer demographic. The avatar for the player would be the food truck itself (or the vendor separate from the food truck). This would be a browser based or PC based game. Level layout would be isometric in the scale of farmville/frontierville in terms of graphics.



Artistic vision for the game art
This photograph encapsulates the artistic vision for the game art, saturated colors, tilt shift/blur - toy minature effect.



These other photographs are resource/reference material for the elevated - isomorphic layout for the vehicles and game surfaces, playing field

 
 



Friday, January 10, 2014

Game 100 I, Video game documentary episode 1


"I, Videogame" 

As you watch the documentary, write comments about the film in the boxes provided based on the questions supplied for each. These will be used as the basis for a post-film class discussion.
*
1. Videogames emerged from the culture of the "Cold War" - what does Henry Jenkins from MIT compare the period to in terms of a famous board game?
A global version of the game "Battleship" - a simulation 

2. Who was the inventor of the first Video game according to the documentary? What was the name of the game?
Higgingbotham - Tennis for Two.

3. Steve Russell is credited with the first true computer-based videogame (in terms of its use with the PDP100 mainframe computer) with SPACEWAR - what popular science fiction book series also influenced him?
Doc Smith Lensman Series

4. What innovation did Steve Russell's SPACEWAR introduce in terms of input hardware?
The joystick

5. When the USA was aflame with internal conflict in the 1960s and 1970s, what new home entertainment system let consumers finally control what was being seen on the home television?
Magnavox Odyssey

Who was its inventor/developer?
Ralph Baer

6. PONG emerged out of the counterculture spirit of the early 1970s - its natural home was what type of entertainment setting?
The pub, bar.
Who does Nolan Bushnell say were generally best at playing the game?
Women.

7. "Space Invaders" emerged in the late 1970s as the first game from Japan.
How did the production team intensify the emotion of the game via the use of the four-note in-game theme?
Increase the tempo of music as the game sped up.

8. Steve Moulder reflects that the first arcade games tended to result in the player's defeat and that 'defeatism' in turn reflected the view by the designers that war itself is defeatist. Has this view changed since that time? Do today's latest games still convey this sense? Why? Why not? (use your own words)
Today's games have achievement levels with the commercially successful ones involving more social connections such as the multiplayer franchises. Some games have an imperfect balance to encourage competition or marketability to different audiences. Some games have an inbuilt world politic reflected in their narrative.

9. Have you ever played any of the games shown in this the first episode of "I, Videogame"? What was your memory of playing it? Where were you, when was it?
Space invaders was completely addictive - this was in 1978 when a computer arcade opened up around the corner. I lived in Athens at the time. I would spend all my pocket money there every week.

Granny Interceptor I




Granny has a supermarket cart in a maze like store. Time is of the essence

She starts in the middle with the timer starting

The player starts at one edge of the store and has to intercept the granny and find the ball in her cart before the time runs out. The player has 1000 pts to start and loses  points as the timer ticks.

The dollar value of the items she has accumulated in the cart deduct points form the player.

The ball is harder to find the more items she has in her cart

Player loses if their score drops to zero or Grannie’s dollar value in cart is over $1000

LEVEL UP each level up increases the time allowance but make the game more difficult/dangerous

  1. Wet floor – Aisle spill (hazard / time penalty down specific path)
  2. Security guard/Restocking sales rep randomly walking around store can block the aisle                      
  3. Granny gets MACE, making the game a hazard 
  4. Granny has grand children loose in the store,  with the $ value deducted for the candy the children manage to eat