Thursday, January 24, 2019

Spring Semester Game Concept




The concept I have for my Game is, the player will enter a black and white world (which indicate her internal world), by defending monster(fears) in the world will reveal it's original color.

Thursday, October 18, 2018

Dead Island Trailer

Dead Island Trailer

Dead Island has my favorite trailer for all time even it is a survival horror action role-playing video game, but the trailer makes me want to cry. The use of slow-motion replay, non-linear storytelling, and background music are really efficient, it intrigued the viewer's emotion, and makes the viewer want to download the game right away. However, the game had no story to go along with the trailer :(

Thursday, September 20, 2018

Artworks From Freshman Year


Screen Shot 2018-04-27 at 12.08.53 PM

Screen Shot 2018-04-27 at 12.08.45 PM

AD Yan
Drawing in class

All of them are from my figure drawing class. Before I came to Ringling I never had figure drawing class, so for me, it is a huge challenge. After 2 semesters' learning, I felt I have a better understanding of the human body,  also learning how to draw in the traditional way, definitely helped me improved my drawing skill. Also, the knowledge I learned about the gesture, helped me to develop a more dynamic pose when I drawing my concept art.


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This is a digital drawing I did in my Drawing II class. In this course, I really improved my digital drawing skill and gained a lot of knowledge of Photoshop. In this drawing, we only able to use a limited palette, so it pushed me to think about the composition and the color contrast between foreground middle-ground and background.




Monday, September 17, 2018

Planning

Brainstorm Questions :
-What if there's a door that requires a password to open?
-What if you have to solve a little riddle to get the location of the password?
-What if the player should collect the item in orders?
-What if the player doesn’t have the power to pick up the trident?
-What if the player has to figure out how to pull out the trident by themselves?
-What if the hallway is blocked by stone blocks, and it will be gone after an explosion of the missile?
-What if there's a memory puzzle?
-What if the player picks up the wrong item?
-What if there is someplace the player can not tough otherwise the player will die?
-What if there are traps (floors that fall when walked on, timed vents, moving objects that can push you off the edge)?
-What if there's a timer, if the player couldn’t game within the time they will die?


Here's my paper map for my level from Beneath the Battle of the Mediterranean.



Here are a few reference images I found to help figure out my level design, mostly about ancient Greek architecture.

A link to my Level Script


The storyboards I came up with while planning out my level.



Wednesday, September 12, 2018

Exploration Game Level Analysis- Journey


For my Game Design class, I had to think of a game that utilizes exploration as a key component of game-play. The game I chose was Journey.
 Image result for journey game
Journey is an indie video game developed by Thatgamecompany and published by Sony Computer Entertainment. It was first released for the PlayStation 3 via the PlayStation Network on March 13, 2012.

In Journey, there are multiple core mechanics, such as flying, running, singing and collecting, all of which serve the game, to provide an interesting exploration experience for the player. Some of the levels are fairly large and free to roam around, whereas others are more like a ski slope/track that that player can't backtrack on. You end a level by activating something at the end of each which opens up a door to the next one.
 Image result for journey game
In the game, the gating mechanisms within the level are closely related to the core item: the players’ scarf. In the levels, it can be transformed from a stiff, dull gray to vibrant red by singing near floating cloths. Doing so may have effects on the world such as releasing more bits of cloth from behind gates, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. This leads the player to walk around in the level, and lead the player to their ultimate goal, the mountain.
Image result for journey game

The player receives positive feedback because the game is simple to play; it only requires two keys/buttons. In co-op mode, the player is paired with another random player. Also, there is no language, but the player can sing a note to interact with each other. The floating mechanics are very smooth and the camera is always going around the character in third-person. The use of lighting is also very satisfying, but sometimes it can be a little tricky to control. The soundtrack is beautiful and can lead the player through the level. Some specific places you have to sing to trigger something.
In some areas in the level, such as the sand slides that you can’t backtrack up. This can be frustrating especially if you miss one of the symbols. However, it can also be positive though to help the player to replay the game. 
Image result for journey game

The thing that Journey tells you from the beginning is to get to the mountain. This is clear because there is a big beam of light that comes from the peak. You just have to figure out how to get there. There are also points where the game tells you about the backstory by the murals when you trigger the mechanism. However, there are no words, only pictures. You have to figure out the use of the cloths by collecting them. 
Image result for journey game


In this game, it only has a simple goal: get to the mountain. The player has to figure out what’s going on during their journey to the mountain from the murals. Since there are no words, every gameplay experience is different because the player must give their own interpretation of the backstory.

Sunday, September 9, 2018

Interview Presentation on Environment Artist

Here's a link to my presentation about being an environment artist:

Presentation: Environment Artist

For my project, I interviewed Brooke Olson, an Environment Artist currently working at Respawn Entertainment, also a Ringling Alumni. I got the chance to ask her about her personal experiences in the game industry, and what strategies did she use to be successful in the field.

Spring Semester Game Concept

The concept I have for my Game is, the player will enter a black and white world (which indicate her internal world), by defending monste...