Monday, September 30, 2013
Wednesday, September 25, 2013
Post 7 Title Screen
This is my title screen rough version where the wolf, start button and title will be animated to slightly grow and shrink, and possibly more if I think it will be needed. And the background is a stationary dark picture of a lab.
Monday, September 23, 2013
Post 6 MoodBoardFinal




For my character mood board I chose white and gray as his main colors and the red and yellow are the highlights that set him apart from ordinary wolves because of his powers. For my level mood board, I chose the dark grays to black as the default color, while the dark yellow, red, and blue are for different electronics found through the levels and the dark green is a base tone for the outside when you escape.
Wednesday, September 18, 2013
Post 5 Mood Boards
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| The whites flow nicely with the reds, oranges, and yellows. |
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| These colors flow nicely together because they all lend to the slightly dirty and stealthy appearance that Assassin's Creed goes for. |
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| Pretty simple gray scaled image |
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| The image's colors are not the greatest in going together, it would be better if the brownish colors were replaced with gray and black shades instead. |
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| Most of the colors on this image are nice except the lighter colors of white and orange don't really fit into the part of it that was most interesting to me. |
Monday, September 16, 2013
Post 4 Game Concept - Hunted
Plot
The game I will be working on is called Hunted. My main inspiration to make a game of this genre was the Assassin's Creed series. The game is a stealth based game where the player controls a wolf who has been captured and placed into a cage in a laboratory. The scientists in the lab preformed tests on him which resulted in him gaining some unique powers, some which even he does not know he has yet. The game starts off when the cage is left unlocked and the player is able to sneak out of his cage. The player then has to navigate the laboratory stealthily, knocking out enemies when necessary. The player starts out with two basic abilities: invisibility and shadow stepping. When the player manages to escape the laboratory, he makes his way back to his pack of wolves, where you decide to go and get revenge on the humans who test on animals, which the game goes to more of an Assassin's Creed like game a not all stealth. For art style, a more cell-shaded art style would fit nicely somewhat similar to how Okami or Borderlands series is shaded.
Main Character
The main character is a wolf who has undergone a multitude of tests in a secret laboratory, which has left him with magical properties. These tests also changed his appearance from that of the normal wolf he was before. On the right is the main character from the game called Okami, and on the left is a drawn wolf I found which had some nice designs on it. The main character in my game, Hunted, would look good as a combination between these two designs.

Location
For the beginning portion of Hunted the player will be navigating the laboratory which the main character was trapped in, avoiding scientists and guards along the way, in order to maintain stealth and not be captured again. Both pictures shown could be used as possible room designs in the lab because they are not really lit which would make them good for be stealthy in and they have people working and some inventions that could be found in a laboratory, which may be interacted with to cause some kind of noise the attract attention away from where the player may be headed to.
Mechanics
The main mechanic of this game are the magical abilities the player has control over as they progress. The two starting abilities are invisibility and a shadowstep. Both of these mechanics can be found in the game Guild Wars 2 while playing the Thief, and I really like the way they work while playing that game. They open up a lot of options while navigating and fighting. Invisibility makes the player invisible and not able to be seen by enemies. This can be used to bypass people or to sneak up behind someone and knock them out. Shadowstepping allows the player to teleport a short distance in the blink of an eye. This is useful because you can either teleport up onto ledges and such or combine it with the invisibility skill to teleport behind someone without them knowing.
Monday, September 9, 2013
Wednesday, September 4, 2013
Post 2 Rock, Paper, Scissors Concept Phase
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| I took 3 of the images that I thought we most like each other and put them into a design 6 layout then added the header, intro and rule sections. |
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