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Week Plan:

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This week I continued working on my game research and game ideas:
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Prototype 2:
Torchlight paper prototype:
I already had the idea that the shadow character would only be able to exist within the light beam, so I wanted to test how that would look in a prototype. I was also not sure how the puzzles would work, and didn’t feel super confident about having the player moving the light themself. I cut some shapes out of paper and attached them to long black strips to make them easy to manoeuvre – I liked that it resembled shadow puppetry.

This prototype helped me to come up with a few of my gameplay ideas, such as:
- The level would have moveable shadows and immovable shadows. The moveable shadows can be rearranged to solve puzzles and help the player reach the end of the level.
- The moveable shadows can overlap like shadows can in real life – this wouldn’t affect the shadow character.
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Prototype 3:
Propaganda blackout poetry prototype:

Considering lots of my references were blacked out documents, I decided to make some black out poetry inspired by my game’s theme. I am quite happy with how this one turned out. It reads:
The power of information.
Dramatically wordy, stylised pioneered strategies
splashed across public spaces.
A warning for people, shouting challenges
and offers issues susceptible to censorship.
Society responded to a ephemeral layer of decoration,
but it could be the difference between life and death.
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Prototype 4:
Snapshot concept art prototype:
I decided to make some artwork for this prototype as Adam said it would be a good idea to demonstrate my art skills to the class so they can see if they’d like me on their team, and it would also be good for showcasing on my portfolio. I started off with a physical sketch, and then transferred to Ibis paint, as I wanted to get some practice with digital art.

Final version with in-game UI icons:

Side-by-side comparison to inspirations:

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Prototype 5:
Propaganda grey box prototype:
To make this prototype I took a real news article and altered it to appear how it would in the prototype game. All info that criticises leadership and brings issues to light must be deleted, with certain words requiring editing to fit the new context. This design is supposed to create a very stressful gaming experience, with multiple pop ups, shouty caps, unreliable AI and a time limit.

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Prototype 6:
Snapshot flash map prototype:
I made these drawings to demonstrate the area covered by the camera in a 2D vs 3D version of the Snapshot game. The first image depicts the area a new battery would be positioned, so the player is always in range of finding a new one. The second images depict the area that flashes can cover, with the left depicting a 3D game and the right a 2D game.


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Presentation planning:
For my presentations structure I took a lot of inspiration from the previous years slideshows on blackboard. Most of them included an overview of the game, some prototypes to demonstrate how gameplay would work, and an explanation of the games visual style. I decided to add more text to this presentation as there was a lot of important information and I wanted the audience to be able to read and understand it easily.
Full slideshow:
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