Sunday, Feb. 9

Starting speculating about my levels or vignettes. Right now there are two I want to do. I’m not starting from scratch on these; they’re fitting in nicely to previous work. But I need to adapt to the ‘thesis’ behind each vignette.

INTERIOR OF THE COFFEE SHOP–LOOKING OUT AT THE LANDSCAPE

  • The player navigates a small coffee shop. It’s illuminated by the natural light pouring in from the salt field. The player can look out to cliffs and past the salt sea, where the Metropolis rests.
  • What I’m testing: making a bunch of little props from prop sheets // Creating an interior space lit by natural light // stylistic differences between the interior/exterior textures // character development through props

ISOLATED REFINERY–ISLAND ON THE SALT FIELD

  • Player walks around a small rock island in the middle of the salt field. The metropolis still seems forever away. Yet the sky is more open.
  • What I’m testing: completely natural lighting // heavy contours in my concept art translated to big industrial machinery // created a flatter horizon/sky contrasted with a detailed centerpiece.

THIRD LEVEL – TBD

  • I’m thinking this may pop up more naturally. As I work on and identify issues in my concept art over the next few weeks.

NEXT STEPS for this

  1. Create thumbnails and level designs
  2. Create prop/item list –> task list
  3. Nail down a schedule based on this task list.
  4. Compile a progress PDF for Neal and request a meeting.

GENERAL NEXT STEPS

  1. “Finalize” a Trello board
  2. Update my pitch document to reflect the levels
  3. Bop some more story/details around my noggin — essential for the coffee shop scene (what it tells the player about the character.

Published by Jaxon Wallach

UT Austin - Assistant Producer and Game Design/Production Teaching Assistant

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