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Storyboard Roughs for My Level Trailer

1: flying towards door as it opens 2: continuous down the stairs 3: continues down the stairs 4: continuous down the stairs 5: start to float off the stairs down towards the entrance door, through the floating dust/embers   6: go through the door 7: gaze towards the statue and start to rotate around it 8: rotate clockwise parallel to the floor looking up at the statue, maneuvering in a way that puts the moon light shining into the statue like a beacon   9: start a little above the final door and float down   10: continue slowly to the vent in the door with the final artifact in focus 11: through the vent we now are in the final room   12: approach the artifact slowly 13: artifact activates, a blinding green light venting from it 14: player moves away from the light, unable to directly take its power 15: green light envelops the screen 16: fade to green/black/cut to title card/end..?

Trailer Analysis: Halo: Reach

Halo: Reach Trailer I love the game Halo: Reach, with its overpowering sense of unconquerable evil mixed with an equal feeling of undying fortitude and hope. These two powerful feelings are conveyed in this trailer due to its heavy focus on large silhouettes and areas of high contrasting colors. Alien ships and designs are large, rounded shapes composed with purples and lighter blues while human armor and vehicles have earth tones of browns, greens, and some examples of brighter oranges and yellows to truly stand apart from the aliens they are fighting. They obvious differences between ships and technology isn't the only thing showing these factions at war though, the game trailer starting out with relatively calm establishing scenes showing transportation of troops and armor turns into destructive battle quickly. Even the landscape reflects the harsh effects of these battles, as the trailer plays out, the environment goes from wide open spaces showcasing calm nature, (like the

Trailer Analysis: Assassin's Creed II

The trailer I will be analyzing is the Assassins Creed 2 E3 trailer. My reasons for picking this as my favorite trailer, along with the one that I am planning on reviewing for in-class purposes are as follows: - Aesthetically beautiful  - Builds and alludes to a bigger story while also focusing on the relation of our protagonist with the trailer's one off antagonist. - Actually shows off gameplay mechanics, weapons, and abilities, (such as freerunning and hiring "ladies of the night") in a more cinematic light. - We don't see our protagonist immediately, he is built up as this unseen force and therefore has a much bigger and frightening impact when we first see him tearing open a rich man's throat.  - Excellent music and sound design that punctuate each major action of either the protagonist or those he is hunting.  - Each shot shows off just a little bit more of the Italian renaissance world to show off the new environment the game's narrat

Exploration Level Rough Work

Included within this post I have included some of my rough, preliminary work for the construction of my exploration level, called "Forgotten Ossuarium,"   for the class of Game Design 1. I shall begin with my brainstorming and reference photos for objects or designs I would like to include in the level. Brainstorming Jarod Frank 1.     What if the floor opened up (either of the courtyard or the main rotunda of the temple) to reveal the second part of the level? (REALLY WANT TO IMPLEMENT THIS!!!) a.     Not only acting as a challenging bit of programing and collision work that will force me to learn more about the programs we are working in, but this will also be a literal dramatic unveiling that will undeniably set my temple widely apart from all the other temples out there. b.     This also could represent a shift in tone for the level, acting as a literal transition from the introductory level stuff to the more complicated puzzles; complete with dark

Level Analysis of LEGO SWTFA, Chapter 6.

Level Analysis by: Jarod Reizian Frank Review of Lego Star Wars: The Force Awakens Chapter 6: The Battle of Takodana What is the Core Mechanic? Destroying LEGO objects, reducing them to piles of LEGO bricks; and subsequently rebuilding them into something else in order to defeat enemies, traverse the landscape, or solve puzzles. How do the gating mechanisms affect the level layout? Most areas are locked off by enemies or objects that require a particular set of virtual skills from the characters or some simple logic or trial and error puzzles to bypass. Character skill restricted obstacles are delineated by their color, to simplify the thought process for the player. For example, if an object or enemy can only be affected by “the dark side of the force,” then the object in question will be shrouded by a red mist of sorts, indicating the need for a sith, (dark jedi… like an evil space wizard). Similarly, if explosives are needed to destroy a barricade, it will

Interview with Zach Wilson about Level Designers

Game Roles Interview Jarod Frank What does a level designer do..? ·      Build levels, specifically, any playable area of the game. (Missions, stages, hubs, etc) ·      Designs the artistic and technical aspects of player interaction with nearly every aspect of the game. Be it programing how a player might climb a ledge or open a door, or arrange the assets built by 3D modelers in an intriguing manor. o   EX: Arranging walls and panels in a way to form a maze. ·      Level designers have access to every other aspect of the game, and act as miniature directors of sorts, combining the sound, artistic, modules, and effect designs made by other departments. ·      “Level Designers have one primary goal: give the player an objective. Give ‘em something to do. And make it fun. Challenging, but fun.” Necessary Skills ·      Knowledge of core “mechanics” of all genres of games, along with why they are implemented and what makes them fun or not fun. ·      Basic c