As with every design I tend to go overboard with my research, once I've collected reference imagery it helps to take the best images and create a mood board of interesting styles that fit with your initial design concepts. From the storyboard and character bio I had created I already had strong ideas of the kind of character I wanted to create, a Teutonic Knight. I collected lots of different armour sets for my mood board but needed to keep the design consistant and historically accurate. The design I decided to choose copied a style in keeping with the period, but with the big horns on a Teutonic Knights helmet, gave my character design a strong silhouette.
Wednesday 30 October 2013
Monday 28 October 2013
Illuminated Knight Character Biography
As part of the character design stage and to help realise our characters we were given a worksheet to fill-in with our character biography. Doing this helps to fully visualise your character from it's traits, to where it lives, and what it looks like, but also how it may animate or react to a situation or environment.
Obviously I had to create a character that would fit with my storyboard, and my 'Illuminated Knight'/Stained glass window game design idea, but after completing this exercise I feel reading all of Game of Thrones last summer has had a little influence on my character....Gendry perhaps!
Character
Bio:
Age:
28-32
Profession:
Teutonic Knight/Mercenary/Crusader
Family/Friends:
None, Raised by a Blacksmith, sold to a wealthy knight to train as
his squire.
Goals/Ambitions:
Money/Glory/Recognition
Physical
Health: Broken, World Weary
Education:
Trained/Raised as a Squire, Swordsman, Smith
Sex
Life: Vow of Chastity
Values:
Just, Honourable
Weakness:
Age, Too Honourable, at the end of his professional life
Flaws:
Too old for his job
Environment:
Ecclesiastical
Culture:
Religious
Gender:
Male
Income:
As much as he can carry
Religion:
Christianity (Faith is wavering)
Hygiene:
Basic – Cleanliness is next to godliness
Morals:
Chaste, Pure
Intelligence:
Average – High, Cunning
Sense
of humour: Dry
Obstacles:
Birth rite
Talent:
Skilled, Swordsman, Cunning
Self
View: Harsh, Angry
Ethnicity:
White, European
Era:
Medieval
Dreams:
An End to violence, deal with personal demons, a quiet life, to
return home and live in peace
Diet:
Poor, Meager
Fears:
Persecution in the afterlife
Childhood:
Sold and raised by a blacksmith, taken on as a squire by the local
lord who noticed his talents
Character
Back story
Born
to a low wealth family he was sold to a blacksmith for a better life.
Forged by steel and fire, instilled with strong morals and a work
ethic, his talents at smithing gained the attention of the local lord
and was taken on as his squire. He was trained in pageantry, educated
in Latin and groomed to become a knight by the kindly lord. The lord
however died of the plague and our hero was stripped of his
bequeathed land and title by the lords extended family. Forced to
wander for years the knight did his best to uphold his morals and
fight injustice wherever he saw it. The land was cruel however and
our hero was forced to walk a thin line between good and evil. When
Richard the Third declared his crusade our hero signed up to escape
the despair sweeping through the land, prove his skills, and fight
for the chance of honour, glory, and riches.
Obviously I had to create a character that would fit with my storyboard, and my 'Illuminated Knight'/Stained glass window game design idea, but after completing this exercise I feel reading all of Game of Thrones last summer has had a little influence on my character....Gendry perhaps!
Friday 25 October 2013
Illuminated Knight Storyboard
From my initial game design research I worked up a storyboard for an opening cinematic that would be a great introduction to the narrative for the player, and visualise the design concepts I wanted to convey.
Storyboard
Scene
1:
Interior
of a church, dark, dimly lit with a few candles on sconce’s and
chandeliers. The sound of a battle can be heard raging outside.
The
camera pans down the isle focusing on the walls, shadows of men
fighting dance across them, illuminated by the huge fire that engulfs
a nearby settlement. Cries of pain, steel clashing against steel can
be heard ringing from a thousand different sources.
Scene
2:
Bang,
Bang, BANG! The camera quickly turns to face the door as each bang
makes the door shudder. With the focus on the doors, they fling open.
A knight with head bowed holds them both open at arms length
silhouetted by the light of the burning city in the background.
Silhouettes of men fighting and dying in battle fade into the
distance as far as the eye can see behind the weary knight.
Scene
3:
Focus
on the feet of the knight as he trudges, wearily down the isle, pools
of blood congeal beneath every step he takes, each one seemingly
heavier and more painful than the last for the battle fatigued
warrior. The door creaks behind him and slams shut (off camera).
Gregorian chant can be heard softly in the background mixing in with
the sounds of battle.
Scene
4:
The
camera pans lazily with the knight, he surveys the windows of the
church as he walks revealing the rich stained glass that adorn the
walls (each window should be representative of a different level,
boss, or scenario within the game). The knight turns his head from
side to side staring in wonder at the rich artwork.
Scene
5:
The
knight flops down at the altar on his knees resting on his sword. Its
point digs into the stone floor as he rests both hands on the pommel
and his head on his hands, he begins to pray. As he prays the camera
rotates around to behind him and as he looks up the camera pans up as
well revealing a large stained glass window which depicts a galleon
on an ocean. Sounds of gulls can be heard at that moment, are they
outside? The galleon moved or is it a trick of the light?
Scene
6:
Focus
on the feet/legs of the knight the sound of glass tinkling on the
ground can be heard as a small blue, sapphire like gem, bounces into
frame and rests by the foot of the knight. With each bounce the gem
catches the light and sparkles (lens flare, and slow motion
perhaps?).
Scene
7:
The
knight picks up the glass shard gently between his armoured thumb and
forefinger and holds it up to the light of the altar window, rolling
it slowly as he does so (it catches the light again). Focus on the
gem, then focus on the window in the background, at the same time he
notices a small hole in the blue ocean of the stained glass.
Scene
8:
The
knight steps up and moves closer to the window. Focus on the hole as
he traces it with the tip of his mailed index finger. The Gregorian
chant begins to be heard more clearly over the noise of battle.
Scene
9:
Focus
on the feet of the knight as blue sapphires start to rain down around
them from the top of the frame. (Slow motion, hopefully done using
Realflow/Particle effects). Again each gem catches the light and
sparkles.
Scene
10:
Camera
behind the shoulder of the silhouetted knight, focus on the window as
it starts to crack and then explodes into a million pieces and roars
through the window like a burst dam. The knight is pushed forcefully
back out of the scene to the right. The music also picks up to a
crescendo.
Scene
11:
The
gems fill the church, the knight struggles but then is engulfed,
drowning in the sea of sapphires. The last thing we see is his hand
closing into a fist as the gems rise higher covering the frame of the
scene. The music dies.
Scene
12:
Black,
the sound of gulls and breaking waves can be heard. The scene starts
to resolve itself above a gently moving sea that appears to be made
of stained glass. A large shadow looms into the scene and the sound
of splashing oars can be heard. A hand plunges from the foreground
into the water and when it pulls back is holding onto hand of the
helpless knight.
Scene
13:
As
if the stained glass window has come to life, the galleon from the
previous scene is now gently rocking back and forth on the sapphire
waves. Crew members rush back and forth doing their daily duties, as
seagulls wheel and call in the air. One of the crew pulls the knight
aboard, he slumps down on his knees coughing, as the crew member pats
his back and the points to the left. The galleon slides gently left
and into a bustling port, as far as the eye can see a city of spires
stretches into the distance. Sounds of children playing, sellers
shouting, and dogs barking bring the scene to life.
Scene
14:
The
title screen pans in from the right 'Illuminated Knight', as clips form
different levels of the game flash onto the screen, hopefully this
will give the player the idea of what they can expect, but also act
as a game trailer/demo. It'll highlight the in game mechanics, glass
vs stone, ice, fire, sand, reflective puzzles (moving statues to
reflect light for puzzle elements), or overlaying different colours
of glass to create new colours
Monday 21 October 2013
Brothers: A Tale of Two Sons. Game Mechanics Vs Narrative
What makes a game has been the subject of much debate recently with the argument torn between mechanic vs narrative. In my opinion it's game mechanics that make a game, where the narrative ties the mechanic together, the mechanic is what keeps a player coming back and adds replayablity to the product. There are plenty of examples of games that became wildly successful with no narrative to speak of, e.g Tetris, Pac-man, and more recently Minecraft. There are also examples of games that purely focus on the narrative and while they give the player the ability to choose their own path they offer little in regards to replayability, once the story is complete there is little more to experience bar a few slightly different scenes and endings, e.g. Heavy Rain, Dragon's Lair, even Modern Warfare to some extent.
Recently there has been a fusion of the two that marry both in the way no other media could do, I believe it is the next evolution of the genre, a perfect example of this would be Brother's: A Tale of Two Sons, created by Starbreeze Studios. Initially released for XBox Live on August 2013 the game follows the story of two brothers on a quest to cure their terminally ill father. Unusually the player controls both brothers on the the same controller, it may feel a little overwhelming at first but the game eases the player into the mechanics through a series of easy environmental obstacles. These mechanics tie beautifully into the narrative throughout the game as each brother reacts differently to context sensitive obstacles within the world, the player discovers more about each brothers individual personality naturally with this method rather than being told outright.
This fusion of mechanic and narrative becomes starkly apparent during the final levels as the older brother (SPOILERS) dies, not only does the player feel the loss of the brother through the emotional narrative that the player has been on but through the loss of control of the character. It's quite difficult to describe the feeling to someone who hasn't played the game but I can only describe it as phantom limb syndrome, having controlled both characters throughout the game, only controlling one feels extremely odd, this loss mirrors and enhances the narrative in a way I haven't seen before and has really inspired me. I believe this is the future of the genre and it's what sets games apart from any other medium.
Friday 18 October 2013
Weekly Targets
- Create a biography for my knight character
- Write up the Storyboard idea for my opening cinematic
- Research armour designs for my character
- Create a mood board of armour sets
Subscribe to:
Posts (Atom)