So due to extenuating circumstances, I wasn’t able to finish my Mission Design Document for submission but that doesn’t mean I won’t finish it. After answering some key questions in PART 2 I worked on figuring out what the exterior and interior layouts would look like and how players would move through these spaces. First […]
I’ve spent some time, probably too much, poking holes in my design trying to make sure that what I have is A) worth keeping and B) Has meaning within the level and is not superfluous. To do that I’ve asked myself the following questions (most of which come from the NEXT document). What is the […]
Keeping track of my progress while working on a Mission Design Document for the Ubisoft Toronto Next Level Design challenge.
This log has been a long time coming. For the past 3 months, I have been working on implementing and creating art for our level as well as completely redesigning the level. I started by going back to our original grey box. What worked: It allowed the player to climb vertically and explore the world, […]
What are Weenies? The “weenie” is an architectural concept named by Disney Imagineering. The “weenies” are visual magnets that are meant to draw the attention of theme park guests from one area to another. The idea is that no matter where you are in the park there will always be something of interest in view […]
How things have changed So a lot has happened since my last posting, our game has changed in a big way. We have cut some elements to allow ourselves more polish time. The narrative review took place got some good feedback on the story and what I should be focusing on I have been working […]
A Quick Recap In my previous posting, I ended up with a few questions that needed answering. Since then my team and I have come together to answer these questions. How many times will players have to jump between worlds? One or two times between decided locations. The player will experience the main hub one […]