2014年5月28日星期三

Flying Dragon


The game Flying Dragon is a single player casual game, the story is based on a dragon flying over a Chinese garden and tries to collect dragon ball within limit of time. The game provides aerial perspective for player and the objective for the game is trying to collect dragon balls and avoiding enemies. The target players are from 8-60 year old and everyone can play it without spending time to learn the instruction. The source of inspiration is from the film Avatar. The core game mechanism is to use W, A, S, D and mouse click to control the dragon to fly and shoot. The art style is Chinese traditional art with unrealistic elements. Each game play is around 2mins and player can enjoy the beauty of Chinese architecture and garden.



2014年5月25日星期日

Project Week 10


User interface design

For the user interface design, I have summarized following principles. 

1 Consistency for style and design. 
2 Navigation within a screen. 
3 Navigation between user interface items.
4 World messages and label effectively. 
5 Keep interface simple. 
6 Keep moving forward. 

I think no matter for game user interface or web browser interface, these rules could be applied to both of them. For the portfolio webpage of my game, I want to keep as simple as possible and try to provide users a whole perspective of my game by a few clicks. 

I think it is the purpose of portfolio webpage. 





  


Project Week 9

Final render








These are the final render of my scene. I think it is a valuable experience for game design. During the process for making game, I have learnt many skills and techniques. I think these skills are very useful to apply for game production.

I think there are still many things need to be improved, even though the game is not perfect, but it is a good start for my career.


Project Week 8

Game industry research

China's video game industry brought in $13 billion in revenue in 2013, a 34% increase over 2011's $9.7 billion figure.

Client-based PC games: 64.5% of revenue totaling with approx. $8.7 billion
Browser game: $2 billion
Social game: less than $1 billion
Domestically developed games: 30% year-on-year growth, with $7.8 billion
Console games: only generated $15 million in total revenue, but China began to reconsider to end the ban on the sale of game consoles
Online game market: represented more than 90 % of the $9.7 billion revenue, with $9.1 billion, while mobile gaming brought in only $520 million.

The Chinese game market will grow to $21.7 billion by 2017 with a projected annual growth rate of 12.4 %.

China’s game industry is booming and has a large demand for game designers. I believe client-based PC online games would play a significant role in next 5 years because despite largely being manufactured in China, console games are not allowed to be sold. Even though mobile game is fastest-growing part of the market, but it still has a long way to go to unseat more traditional platforms in China. Social game’s market share is still low but it has great potential to grow.


Project Week 7

I have summarized most common errors for UDK game design, to  solve those errors, I have found solutions. 
  • Map lighting needs to be rebuilt!
  • Paths need to be rebuilt
Rebuild the paths and/or lighting. 
  • Static Mesh component '[Some name of some pickup or teleporter]' not lightmapped...
Click once on the object, and hit F4 to bring up the properties window. 
  • Map should have KillZ set.
Set KillZ in the world properties.
  • Nav '[Object]' has an invalid GUID.
Rebuild paths to solve this error.
  • Terrain is currently unsupported on mobile platforms.
Not important.
  • Node is on an invalid base.
Move the object back to an acceptable position and the error will resolve itself.
  • Lighting is not "Production."
Rebuild lighting at production quality, but it's not necessary.


Project Week 6

For the play test section, there are 5 people who took the play test; the general feedback is positive and meaningful.
  From the demographic aspect, most people are between 20-30 years old and half of them are female.
 In terms of genre of game, most players have ever played flying game. For the game interface, most players think the interface is not bad, but it can be improved. For the level design and game environment, most players believe the environment is enjoyable but still needs to be improved. 

They have provided some suggestions about  my game environments and art style. Most players have basic understanding about Chinese architecture style, most of Them like Chinese architecture style like watching document films about Chinese traditional architecture. 

For the texture, most players expect a harmony for the color tone of the buildings, they suggest the wall should not be too colorful. For the texture of water, most people suggest the color could be darker. For the level design, some suggest the path could be diverge towards different directions. For the dragon design, they like an elongated dragon such as snake shape. 




2014年5月24日星期六

Project Week 5


  For the terrain design, representing the real world is not a priority; I want to add my fantasy elements to the scene. Since the scene reflects the natural environment in China, the town is on the edge of mountain and there is a river across the town. 
   UDK Landscape is compatible hardware tessellation and offers a very different but much more powerful material editing system for terrain design. 

   In a nutshell, the Landscape material system is really just an extension of the Material Editor. 
   To blend these two textures together, I need two nodes introduced with the Landscape system. These are TerrainLayerWeight and TerrainLayerCoords. Each texture layer needs to have a unique name.