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JOSH

NAREICE

MICHAEL

THE BRIEF

PROJECT MANAGEMENT

MARKET RESEARCH

TODOR

SARAH

LEVEL DESIGN / CLIENT LIASON

THE BRIEF - SUPERFROG

MARKET RESEARCH

PLAYTESTING

PROJECT MANAGEMENT

BRIEF / DELIVERABLES

  • To create a SuperFrog remastered 2.5D game.
  • Create a game level which showcases the mechanics

- A challenge mode (time trial)

- Mini game at the end of the level.

Animation and Art Direction

ASSETS

DROPBOX - Shared with group

GOOGLE DOCS - Shared with client

ENVIRONMENT AND HUD

PLATFORM

  • Android

ENGINE

  • Unity
  • VGS Feedback
  • Superfrog Forum
  • Online web browser
  • Survey Monkey
  • Industry Feedback
  • Influence future changes

MEETINGS - Every Monday and any other free time.

Realised we were more productive when we all worked together

Modular Environment Setup

LEVEL DESIGN

BUDGET - Unity decal plug-in

TARGET AUDIENCE

  • Casual Players
  • SuperFrog fans

ART DIRECTION

Design Implementations

  • Art
  • Level Design
  • Enemies and Character Design
  • Control System
  • Health System
  • General Bugs

1. Art style research stage - creation of an art style doc

THE BRIEF

Current Progress

Cave Area

Long strip for Superfrog to run

Art in similar modern games

+ The original IP

Josh, Lutfi, Todor, Nareice, Sarah, Michael

GAMEPLAY

Re-designed control system

Taken out Lilly'pad' feature and slot machine

Implemented AI, Scores, Game states

Added HUD

Cave

Dropbox

Google Docs

MARKET RESEARCH

PLAYTESTING

ART

Added new assets

Kept abstract objects such as springs and spikes

"Could put red target on the enemies to show have to tap"

"Superfrog got SWAG"

"Need tutorial on controls"

"Consider a stopping/skidding animation"

"Fun to play"

THE BRIEF

PROJECT MANAGEMENT

?

Risk Assessment

File Management Issues

"Fair amount of health to create both a challenge and room for mistakes"

  • Build naming conventions
  • Unity prefabs
  • Different guides to help team members

+ Team 17's feedback

  • ART STYLE CONSISTENCY - Art director to overlook artwork
  • PLATFORM LIMITATIONS - Researched memory saving techniques
  • GAME EXTRAS - Slot machine can be removed with time constraints
  • In the end the slot machines had to be taken out due to time constraints.

"Sometimes confusing what I can jump on"

Pickup Concepts

3D Pickups

ART DIRECTION

MARKET RESEARCH

PLAYTESTING

2. Concept art and animation tests stage - developing the art style

ART DIRECTION

  • Misleading platform

3. Asset creation and review stage

WHAT'S NEXT?

ENVIRONMENT PROPS

HUD

Current Props

PROJECT MANAGEMENT

Button Designs

Schedule

  • More time allocated to Superfrog mechanics and AI

Initial Button Concepts

LEVEL DESIGN

MARKET RESEARCH

PLAYTESTING

  • Mesh collision issues found

Landmarks

The team took the creative and technical challenges rather than avoiding them

Water Area

More at the Art Style Guide: http://tinyurl.com/ao83q3h

80 pages and counting!

ART DIRECTION

ANIMATION

4. Level Polish stage - current

Individual contribution

2d and 3d characters and animation

Thank you for watching

Final Button Designs

End of Level:

Big tree which was in the original SuperFrog

SUPERFROG DEMO

ENVIRONMENT PROPS

Vector tiling textures

Combining Props

  • Creatively combining assets
  • Creates variation

=

HUD

THE MAN BEHIND SUPERFROG!

Concepts and Final Design

+

LEVEL DESIGN

Lighting Cave Area

With light

ENVIRONMENT PROPS

Combining Props

  • Combine objects to create ways for Superfrog to get around

No Light

LEVEL DESIGN

Length of Level

ENVIRONMENT PROPS

Re-using props and textures

  • Rotating and scaling assets creates variation

CLIENT COMMUNICATION

Client Feedback

Prefer the new control system - Team 17 said they went for a D-pad control system to emulate the retro gaming platforms.

Like the pacing of the game as Superfrog runs fast so needs plenty of space. Suggested placing speed up pickups at the start of a long run so you get the full use of them and it makes sense.

KEY CONTACTS - Primary Client - Jessica Kelham | Assistant Producer | Team 17 Digital Ltd.

Kevin Carthew | Creative Manager | Team 17 Digital Ltd.

ENVIRONMENT PROPS

Final Texture Sheet

  • Space for more assets
  • Some texture spaces were re-used

FRUIT PICKUPS

3D Designs

  • Fruit contribute to score
  • Worth more than coins
  • Not implemented
  • Will use 2D renders
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