Blog #9

Hey guys, welcome back to the 9th blog installment. Another not too long one. Mostly just a recap of some RPP work (this time developing a mobile game). Additionally submitted my game shootout pitch for video game design. In Level Design we are recapping job application stuff and beginning to blockmesh our first big project, the FPS level.


Level Design

Our FPS level design project is officially underway! The opening sequence takes place in a confined yet atmospheric space—a room within a train cabin. From here, players will transition into a more expansive train hallway, introducing dynamic gameplay opportunities as the tension builds.

The level’s climax shifts the action outside, where the train comes to a halt near a bustling town. This change in environment not only provides visual variety but also opens up new tactical possibilities for players. We're aiming to create a seamless progression from the claustrophobic interiors of the train to the lively, unpredictable setting of the town. Each area is designed to challenge players in unique ways while maintaining a consistent narrative flow.

Stay tuned as we refine these environments and bring the level to life!


Rapid Prototype Production

In our Rapid Prototype Production class, we’re currently developing a mobile game. One of the biggest decisions I’ve been grappling with is which 3D modeling software to use. After weighing the pros and cons of Maya, Blender, and 3ds Max, I ultimately decided to go with Maya for its versatility and industry-standard tools. That said, I can’t help but wonder if Blender’s user-friendly interface and constant updates might have been a better fit, especially given its strong community support.

As part of the development process, I’ve been working on a blockout for one of the game’s main environments—a kid’s room. The game itself revolves around a playful yet strategic concept: a toy soldier-style battle that takes place across three distinct lanes. The core mechanic will be a dynamic rock-paper-scissors system, where players must choose the right toy type to counter their opponent's moves.

It’s been a fascinating challenge to balance the whimsical, lighthearted setting of a child’s imagination with the tactical depth we’re aiming for in the gameplay. I’m excited to see how these early designs evolve!


Video Game Design

In Video Game Design, we recently participated in the cohort-wide Game Shootout—a highly competitive project where everyone pitches their game concepts to be ranked from best to worst. It’s an exciting challenge that pushes us to bring our A-game, fostering a spirit of friendly competition while honing our design skills.

For my pitch, I presented an RPG titled Seasonbreak, centered around one of the last "Seasonkeepers." This ancient deity is tasked with maintaining the balance of the world by preserving the seasons and their associated magical forces. Players embark on an epic journey to restore order as the fabric of seasonal magic begins to unravel, threatening to plunge the world into chaos.

The pitch consisted of 35 slides, covering everything from gameplay mechanics to visual inspirations. However, the highlights for me were the story and zone overviews. These sections brought the narrative and world-building to life, showcasing the rich environments and lore that players would explore. Each zone reflected a different season’s essence, with unique challenges and aesthetic themes that tied into the overarching story.

I’m proud of how the pitch turned out and excited to see how it ranks among my peers. This project has been an incredible learning experience, and I’m eager to keep refining Seasonbreak based on the feedback we receive.

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Blog #8