Sunday, August 31, 2014

Images by Alan Morales

Concept Art by Alan Morales
3D Model from concept by Alan Morales
3D Model textured by Alan Morales


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                                                       My favorite Video Games of 2014


Castlevania Lords of Shadow 2 is the 34th installment in the Castlevania franchise.
I love this game for its controls and having such a great mysterious look and feel. 




Watch Dogs
 Possibly one of the best games of 2014.
I love this game for its open world action adventure and stylized graphics as well as its complex narrative.

Alan Morales FSU Game Design


Planning and making a video game is no easy job. That is the reason I enrolled in a game design class this fall. I am graduating this fall from the college of visual arts, so there is no better time for me to get started than now. Considering the fact that independent game developing has been growing at an accelerated rate in current times, making a video game is now easier and cheaper than ever. After doing some research I have crafted a guide for designing and creating a successful video game and I would like to share it with you, my readers.

Game genre:
At game design class we discus that we should start by picking a game that fits into a specific genre. Deciding what kind of game you want to make, would influence the look and feel of it. Some common genres include: Simulation, RPGs, horror, fighters, etc.…

Picking the platform:
Choosing the platform to develop a game would significantly impact the way it is made. The platform mandates the way the game is controlled; smartphone games are mainly controlled via touch-screen, console games use game pads and PC games use keyboard and mouse. So it is very important to plan accordingly.

Writing and outline draft:
Writing a few pages summarizing the main points and explaining the core experience of the gameplay is a crucial step. This draft should contain the fundamental notions and ideas of what the game is all about.

The philosophy of the game:
It is very important to establish a core philosophy that grounds you and your team, allowing them to stay focused during the development process. This means creating a list and checking it often to see that your game is achieving its goals. Branding ideas allows you to remain committed to the specific features of your game, and having less setbacks and changed elements that could result in big delays. This philosophy will serve as the inspiring force.

Features:
The features are what make your game different from others within the same genre. Begin by listing thoughts then turning them into sentences that are action driven. Go for around five to fifteen options. An example of this:
Concept: Horror hunted house.
Feature: Fight to survive against hazards, carnivore plants and zombies.

Design Document:
The design document is the spine of your video game, because it contains comprehensive descriptions of the game’s plot, aesthetic design, mechanics, setting, etc. Design documents are particularly vital if you are part of a team of artists and programmers. This document should be created for the game team and not the client or the players. Be clear and include details as to how the game’s system works.

Game Engine:
The game engine is what provides and controls the physics lighting during gameplay around the environment to enable simplified, rapid development of games. For my class we use Blender 2.7.1 because it is a free and comprehensive software that contains a game engine without having to leave the app. There are other options such as Maya, and other engines such as the Unreal engine and Unity, with these last two being the most powerful but forcing you to leave the environments where the game assets were created. Note: the polygon count on your game assets need to be as low as possible since the game engine would be rendering them in real time during game play, otherwise the game would be very slow if the polygons are of a large count.

Building a prototype:
Create a beta version of your game and demo it by testing it. This allows you and your team to see if the game has bugs. These need to be done by handing the game to other players outside the team, because testing it yourself could be contradictory for the reason that game designers could be less objective to critique because they’ve become enamored with their product after working on it for multiple hours.

Refine the controls:
A game with poorly designed controls will aggravate players and keep them from coming back to play. By creating a balance control experience this would reward players of all skill levels.

Game art:
Evaluate the game essentials. Depending on the scope of your project, the art needs to match accordingly. Some games use simple colors and shapes while others show complex worlds created by vast teams of artists. Be realistic with your goals for the assets in your game, and plan accordingly.

Sound design:
Sound design is an essential part of game design. Music, sound effects and spoken dialogue all affect the way the player connects with the game, so by making sure the quality of the sound is as well designed as the rest of the game elements, you are ensuring a more immersive and addictive game experience.

 Bug chasing:
Once the game is finished, try to look for ways to break it. Find the bugs in your game and fix them. This is an essential step, and it should be done involving as many people that can play it as possible. Have the player perform actions that they wouldn't normally try, this is to make sure that your game rules cannot be evaded or broken. Be mindful that bug testing can take a significant amount of time. The more people that can help with testing, the more glitches you will be able to discover and solve.

Releasing the game:

Release some screenshots and video clips of your game showing its game play on a forum or blog post online. For my class we are using Blogger as a page that allows everyone to know when the game will be released, including a summary of the game. If other ways of distribution can be found such as social media sites or YouTube, don’t be afraid to use them.

The video below is a visual description of the basic Blender controls.