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~Synoptic Project (Pre-Production)~

Writer's picture: ArchieArchie

Updated: May 31, 2020

Whilst Izzy went on to doing scripts and concept art for the game and Ronan went to begin working on the player character, myself and Aaron worked together to develop a group of level maps for the tutorial, and the main level. It was at this point we both decided it might be a good idea to add in a sub-sector to the main bookshop in the form of a Waterstones style cafe area, to further emphasise the theme of the level.

Screenshot of the level maps from our presentation.

The level maps show icons for the security guard and camera enemies alongside their movement pathways. Also displayed here, is any key item the player will have to interact with in some shape, way or form.


A level map is lovely to reference from, specifically for level building but it isn't the most amazing thing for a programmer to use, so I wrote up a playboard style level plan so Izzy had a better idea of exactly what needed to be coded, here are these level explanations.

Me and Aaron also decided that it would be a smart idea to go for a more simple 3rd person perspective camera as an oppose to the more complicated isometric one, we decided after weighing positives and negatives that an isometric camera would make level building more difficult because it would lead to things promoting less exploration of the level as puzzle solutions would be too easy to see. Alongside this it'd also make it so you were more up close to the dog and seeing things through their view, this would establish a more lifelike world because you don't see the empty void of the outer-areas of rooms.


To cover a storyboarding task I decided to implement the task of making a storyboard into my synoptic project. To do this I made a storyboard of the process of the tutorial level.

Once all our plans were down to a T. It was time to begin initial preparation for the next part of the project, production, and to do this we would make an asset list in excel. It contains space for all of the assets whether it be sound, 3D or User Interface and also contains the status of their development and who is being tasked to do them.


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