Activity 1: Notes
The perceived value of a game depends greatly on the preferences of the people who play it
(Some prefer luck, or tactics, or casual games). But there is also criteria that must be considered.
There must be originality to games. It's gotta have new things that have never been done before.
Freshness and Replayability: A good game is good even the second time. Or you could make it so there's different endings to play. The user should want to play he game more and more.
The game should be rich in surprises. Nothng makes a game better than that!!!!
Equal opprutunity: No player should have an advantage or disadvantage over others. There should be an equal chance of winning for all players.
No "King Maker" effect: Someone who has lost all hope shouldn't be able to determine the winner In the end.
Reasonable Wait times: Nothing kills player's interest like long wait times. Unless it's a game like Chess that makes the waiting time useful for thinking about strategy.
Creative Control: Any game that isn't based on chance has to allow the player to affect its progress and direction. You don't want the player to feel like they've been "Played by the game".A good game also must be challenging.
The title, theme and format must give a unified impression. Durability, functionality and appeal of the materials contribute greatly to the perceived value of a game.
Games must have a consistency of rules and they must target a certain type of players. The rules must make sense. Don't make a strategy game into a game of chance.
Games must have the right amount of tension the whole way through. You don't want to have a boring beginning then a boring end because people won't play till then end. You have to makes sure it has good peaks throughout the whole game.
You also might want to make your game learnable. So it's not to easy, but by the end, the player can master the game. ex League of Legends.
Short simple games, must have short simple rules and vice-versa.
Marketing can make a big impact. You want to start an avalanche and keep delighting people as the years go on.
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Activity 2: Two Photos
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Activity 3: Prezi
Activity 4: Logo Development
Rough Draft 1:
Rough Draft 2:
Rough Draft 3:
Rough Draft 4:
Rough Draft 5:
Working Composition 1:
Working Composition 2:
Final Draft:
Finished Logo:
Extra Notes:
Activity 5: Asset Development
Part 1: Notes
 
Assets
 
A digital asset is any item of text or media that has been formatted into a binary source that includes the right to use it. A digital file without the right to use it is not an asset. Digital assets are categorized in three major groups which may be defined as textual content (digital assets), images, sprite (media assets) and multimedia (media assets)
 
Sprite:  In computer graphics, a sprite (also known by other names; see Synonyms below) is a two-dimensional image or animation (2D computer graphics) that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays.
 
Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen, such as creating an animated character that can be moved on a screen without altering the data defining the overall screen. Such sprites can be created by either electronic circuitry or software.
 
A Sprite is a rectangular image that is 140 x 140 pixels. For each pixel some amount of memory is required to store its color. The amount relies on the colordepth of the sprite which is usually 32 bit. Sprites sometimes need to be changed for hardware requirements.
 
Sprite Sheet: Used to replace wasted memory of separate sprites, it is a sheet where multiple sprites are put together. By putting sprites closer together we can remove wasted space which is wasted memory. We can also reduce the colordepth to 16-bit or lower to reduce memory usage by 50%+.
 
Using Sprite Sheets improves game performance big time.
Part 2: Character Design
 
Sketches
Sprite Sheet:
Part 3: Assets and Backround
Mario Asset 1: Fireball
Mario Asset 2: Coin
My Asset 1: Flower
My Asset 2: Helmet
Backround:
Rich Activity: "Flappy Bird" Remake
Concept Art:
Fly Instance 1:
Fly Instance 2:
Insect Killer Light:
Backround:
Chair:
Title:
Start Button:
Game Over:
Scoreboard:
Title Screen:
Gameplay Example:
Gameover Screen:
Unit Reflection:
Part 1:
1. On which activities throughout the unit did you do your best work?  Describe your final outcome. Do you feel that it was successful? Why?
 
I thought I did my best work on the rich activity of recreating the game “Flappy Bird”. My game functioned correctly and I added some extras like a score board and sounds. I felt that it was successful since I tried to go above and beyond with the project.

2.  Did you enjoy a certain assignment, lesson, or topic more than the others?  Is there anything you might have done differently?
 
I enjoyed recreating the sprite sheet of Mario the most because I love making sprites and it’s fun to see how multiple pictures can make an action. I think I could have made the character a lot more detailed than the final outcome.

3. Can you connect any of the things you learned in this unit to the real world?
 
I learned games can't be made just willy-nilly and have to have lots of work behind them like concept art, good caracteristics (fair rules, etc), non-faulty coding, etc. Lots goes into each and every game.
 
4.  Do you feel like you were successful throughout the unit?
 
I feel like I was successful throughout this unit because I worked hard on my projects and made sure they were done on time.
 
5.  What are your aims/goals for unit 2-4?
 
My goals are to increase my artistic ability and to learn more about coding.
 
6.  Is there any media / theme which you are very keen on pursuing (in future units/activities)?
 
No there is not, I’d like to try new things every assignment to find out what I enjoy the most.
 
7.  Is there any particular aspect of your work that you would like to improve upon?
 
Like I said before, I want to improve on the details of all my artwork as that would greatly improve my work.
Part 2:
Unit 1
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Unit 1

In Unit 1, we discussed the characteristics that make a game great. We went over how to create a logo and create a corporate identity. We then le Read More

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