Game Concepts
Game Concepts
Rooks Roost is a project that was repurposed into a concept for a video game. The basic idea around the game is a virtual gaming café to socialise with other users and play board games. Its purpose is to encourage fun virtual group meetings by providing all the necessary tools to play a range of board games such as Chess, Dungeons and Dragons and card games such as poker or sevens.
Once entered the game, users would be able to select their preferred board game and play with other online users. Users would then be able to create private sessions as well as public sessions to either play with random people and find new friends or play with their current friends or family.
This project heavily involved the use of 3D Modelling and was used to gain experience in this respective field. See my fourth concept (The Unusual Flower Shop) for another 3D Modelling example.
The design was modelled in ArchiCAD, an architecture software package. To view a tour of the map of Rooks Roost, click this link: https://api2.enscape3d.com/v1/view/d52053cc-01bc-4acc-97a7-c0b0a646ff33.
*The origin of the name Rook's Roost comes from the chess piece and the bird, both referred to as a rook. A roost is generally referred as a place to rest.
UNTAINT is a concept game that I created in early 2023. The game is about an island that is overrun by different types of pollution, e.g. polluted water, air pollution, forest fires. However, the pollution is presented as fightable entities that attack the village as well as any surrounding NPCs and players.
The games storyline follows a dryad called Riley, who is upset because the condition of the environment on the island is causing an illness outbreak amongst the other dryads that reside there. So without telling the other dryads, Riley decides to try to face the pollution on his own.
NPC's around the map can be recruited into Riley's party after completing one area, however, some areas require completion of another area to be completed e.g. the village needs the landfill company to collect their trash, but the landfill company is unable to help due to the increase in living pollution. Hence, you would have to reduce pollution in the landfill before being able to clear up the village.
The "Encounter!" was created using a software known as Aseprite, a 2D pixel art software, the same software was also used for the walking animations and the enemy animations. The RPB sprite shown below stands for Radioactive Plastic Bag and is an enemy found in the landfill section.
We Were Dead was a game concept that follows the album with the name "We Were Dead Before the Ship Even Sank" by Modest Mouse. The inspiration for creating this concept game was to come up with a storyline, but also include covers of the music presented on that album, in an 8-bit format.
The concept game is a work in progress started in the Summer of 2022 and continues to the present day. So far, I have animated a title screen and a future cutscene in Adobe Photoshop. Additionally, I have a single character design with a walking animation and an 8-bit loop-able cover of "Spitting Venom by Modest Mouse".
The gif on the right shows an animation for the introduction to the game.
My motivation for creating this game cover was to finish the un-finished story of the concept album, as it was originally about a group of people that went on a boating trip but all died before the boat sank. Hence, the reason for the name of the album. It is quite easy to piece together some parts of the story from the original songs like "We've got Everything" as characters such as Gary and Tony are mentioned, but there is no clear storyline. As for the other characters that aren't named within the songs, I intended to use the names of the original band members. e.g. the reason that Isaac's name appears on the letter is because the lead singer is called Isaac Brock.
The significance of the year 2007 is that it was the year that the album was released.
The album has a very nautical theme so I have pieced together a storyline. The storyline goes as follows: Isaac invites Gary and Tony on a fishing trip, Gary and Tony accept his request as they are both very experienced fishermen and have been working together for a while. The two men are told by Isaac that he has discovered a new species of fish whilst out sailing nearby an island off the coast and they should try to catch it. Isaac explains to the two that the Island is very welcoming to fishermen and they should even stay there for a while, and act as if the trip is a holiday. The two men are sceptical of his story but go along anyway. When they reach the island they realise that the locals aren't as friendly as Isaac proclaimed and everything on the island seems to be a little bit off. (This will need to be discovered by the player, as Gary, as they will have free roam of the island).
I decided to create a 3D model and draw over it to brainstorm some game concepts. This concept is called "The Unusual Flower Shop", a flower shop that sells unusual plants, e.g. anomalous plants. This game was intended to be played as a simulation game, as you have to handle all the issues of running a store, with more issues brought on by the anomalous nature of the plants.
One of the games features that I have devised is that certain plants will have specific risk factors and need to be maintained thoroughly or they may cause damage to the shop, They will also need to be packaged in special containers so customers can buy them. If the flower shop is left unattended, the game will end due to the lack of maintenance causing the flower shop to be destroyed. The games good ending will be achieved if all orders are completed to a high standard without any accidents! This idea was inspired by the chaotic nature of the game "Overcooked" (Team17).
This game concept stems from a render I created using the software "Blender." This render was then drawn over using photoshop to create a flower shop setting and shows an initial design for the interior of the shop.
Xtreme Forager was a game that I made for GCSE Computer Science using the software package, Greenfoot (Java). I created a fully functioning game with two different settings, an indoors and an outdoors. I originally planned to have more settings than this, but the school computers did not have the memory required to run the entire game. However, this game contains my original artwork, inspired by 2D games such as Stardew Valley and Forager.
The objective of the game is to pick up all 7 apples in the outdoor area. The game will not end but you can restart, by walking into the house and back out, resetting the counter and the apples. The boundaries in the different settings were placed manually to prevent the player from walking through walls.