Personal Branding
Self Branding
All of the above have been chosen, due to their bold nature, which would stand out from afar, and attract more attention. It also implies the company is ‘big and bold’ giving a positive image of the name.
Suitable fonts
- Arial black
- Baskerville old face
- Broadway
- Castellar
- Franklin Gothic medium continued
- Rockwell extra bold
- Showcard gothic
- Verdana
- Wide Latin
All of the above have been chosen, due to their bold nature, which would stand out from afar, and attract more attention. It also implies the company is ‘big and bold’ giving a positive image of the name.
Company names
exploration (production)
All-star- A member of a leading, professional
and outstanding team giving the impression that my game company would produce
games of a high calibre.
Prestige- Wide spread respect and admiration
from other people. This would give a positive connotation to other game
developers.
Hawk eye – Someone who has excellent vision and
a talent for spotting out even the most small of details which would make it
appropriate for my game company name due to the positive connotation the name
would give.
Sell Yourself ExerciseGame Ideas Task 2
Ideas for my 2D game
Idea 1- A alien invasion pushes humanity to
near extinction and in a final, desperate attempt to push back the aliens, the British
army pushes into an invaded city and take it back. The main character would be
called ‘Alexis Gordon’ and the enemy would be called ‘The Horde’
Idea 2- After a forest has been burned down;
you play as a deer trying to escape the burning inferno. Along the journey to escape, the player would come across many different animals also trying to escape, and you would team up in an effort to escape as easily as possible. The protagonist is not
named, and the game has no particular antagonist, apart from the humans who accidentally set the forest alight.
Idea 3- Set in a different universe, two
races of elves go to war, and the basis of the game is to escape the city district
where the opposing eleven army is attacking whilst dealing severe blows to the enemy's hierarchy. The boss fights would be encounters with high ranking elves, and they would all have vastly superior powers to the player. The protagonist would be called Drudic
Ashenworth and the enemy army would be called the ‘aggressors’ by in game characters. There would be a multitude of power ups including extra lives, enhanced armour and new weapons.
Written Overview of game Task 3
Breakdown
Story- A army sergeant’s vehicle breaks
down while on a last stand operation against a superior alien force.
Location- Unnamed European city
Protagonists – British Army
Antagonists- ‘The Horde’
Characters-
Alexis
Gordon - Main protagonist – A former Russian soldier who went to live in Britain
and soon became a respected and battle hardened sergeant. He is humanity's last hope at dealing a crippling blow to The Hordes armies.
Daniel
Leeroy - Protagonists squad member – A former enemy turned best friend of
Alexis and they have fought many battles against the horde which has
strengthened their bonding. Daniel is one of the squad members you team up with in the game.
Field Marshal McCoy - Head of the British army -
A decorated war veteran who holds immense power over the armies of Europe and
plans to take Europe for himself with secret reserved forces once The Horde has
been disposed of and the other nations are at their weakest. His ultimate goal
is of a new world order with all nations under the British’s heel
Time period – 2050
Power ups –
Extra lives and armour vests are scattered around the levels. The extra lives
allow the player to live after dying and the armour vests allow the player to
take more hits.
Boss fights
– After each stage, a powerful alien with a health bar confronts the player and
they are forced to use the environment against them due to lack of weapons.
After each boss is defeated, the player finds a squad member and teams up with
them, allowing for ability’s to be used. For example, an extra squad member can
give the player boosts on to higher ledges, which would be introduced in the
next stage upon defeating their respective boss.
Art Style- Since the game is set in a destroyed city, all the buildings are either destroyed or still burning, and as a result of this, the game has a rather drab colour scheme which also emphasizes the fact that humanity's hopes for a better future has now vanished and that the world is resigned to its fate.
Theme- The theme is of isolation and keeping the
players sanity hence the title ‘Breakdown’. The player has the deal with
mankind’s dominion over the world broken and The Hordes
invasion nearly complete. The game is not about humanity’s triumph over
impossible odds, but rather humanity’s final stand before The Horde terraforms
the planet killing off all humanity.Art Style- Since the game is set in a destroyed city, all the buildings are either destroyed or still burning, and as a result of this, the game has a rather drab colour scheme which also emphasizes the fact that humanity's hopes for a better future has now vanished and that the world is resigned to its fate.
Complete synopsis- The game is set in 2050, 5 years
after the first appearance of The Horde, a vastly superior alien force, who
after their planets resources expire, harden their hearts and enlarge their
intellect’s and look for inhabitable planets to take over. Humanity’s armies
have been reduced to a third of their size, and the only army that is still powerful
in their own right is the British army. Their leader, Field Marshal McCoy has plans to use a secret reserve force of 3 million men to
take over Europe after the horde is dealt with and to establish a new world
order with Britain as the dominant country despite universal knowledge among
earths forces that the war is lost. The war against the horde is nearly at an
end with humanity suffering catastrophic losses and the horde just keeps
getting reinforcements from their world light years away. It is obvious that
humanity has lost and after the detection of a massive device humanity’s scientists
are convinced is a world terraformer, the worlds combined forces decide to
launch operation ‘Rolling Thunder’ in an final desperate effort for a large
crippling blow at The Horde. Their plan is to infiltrate a European city where
the alien mothership is located over, somehow infiltrate it and destroy it,
which will, despite their inevitable victory, hit The Horde hard. In command of
this operation is Alexis Gordon, a celebrated and hardened sergeant. While
within the city, Alexis’s car breaks down and he is forced to make it on foot
towards the motherships entrance portal, while re-joining lost squad members
along the way.
Task 4 Prototype
Background Design and Concept artwork Task 6
Character Uniform (futuristic marine)
Character Face
Background 'Burning chimney'
Background 'Burning residential area'
Background 'Burning Factory'
Background 'Destroyed city skyline'
Character sprite 'Commando outfit'
Character Face
Background 'Burning chimney'
Background 'Burning residential area'
Background 'Burning Factory'
Background 'Destroyed city skyline'
Character sprite 'Commando outfit'
Task 1
These are the two 2D platformers I have researched-
Another example of good level design is the first stage. The player is thrown into the level without knowledge of the games controls. They are forced to adapt to each situation quickly, keeping a tense feeling throughout. It starts off with no enemies and only platforms, allowing the player to practise with the controls. The level then gets more challenging with enemies being introduced. Since Goomba’s can only be defeated by being jumped on, the player has to find out for themselves, maybe dying in the process. To aid their efforts, the game provides ‘1UPS’ that give the player extra lives if they make a mistake. This is a common convention in older platformers. There is also collectibles called ‘Rings’ that allow for the player to gain high scores which can be used to show their skill at the game. (Image’s taken from VGmaps.com)
Super Mario Bros 2D
Level design
Super Mario Bros was a 2D platformer released September 13th
1985 for the NES (Nintendo Entertainment System). Being a 2D platformer, a lot
of emphasis was made on level design to keep all stages of the game
interesting. The game was separated into
8 worlds with multiple stages in each.
One notable aspect with each world is that they escalate in
difficulty, keeping the player on their toes throughout. This made the player
think how to approach each situation and freshened their experience every time
they entered a new world. One example of difficulty is world 8-4. This is the
final boss level and has multiple stages.
Initially, the level takes the approach of the previous 3 stages by
throwing in pits and various other enemies. Since the design is familiar to
what they have faced before, albeit with tougher enemies, the player can
proceed through the level with relative ease. However, the level then throws
the player into a water environment forcing them to change their strategy and
adapt to survive the stage. After they have gone through this, they come upon
the final boss, in this case, Bowser. A boss is an enemy, usually with a great
importance in the story, and generally requires the player to use all their
knowledge of the game mechanics to defeat and sometimes their downfall allows
the player to acquire a reward like a power up or a piece of high quality loot.
Due to this the player has to go all out to defeat Bowser and not just win the
level, but the entire game with that being the reward for defeating the boss.
![]() |
| World 1-1 - This map shows the starting area, and the obstacles the new players would of faced. |
![]() |
| World 8-8 - This map shows the layout of the level, including the different environments, obstacles, and the final boss mentioned in the paragraph above. |
Another example of good level design is the first stage. The player is thrown into the level without knowledge of the games controls. They are forced to adapt to each situation quickly, keeping a tense feeling throughout. It starts off with no enemies and only platforms, allowing the player to practise with the controls. The level then gets more challenging with enemies being introduced. Since Goomba’s can only be defeated by being jumped on, the player has to find out for themselves, maybe dying in the process. To aid their efforts, the game provides ‘1UPS’ that give the player extra lives if they make a mistake. This is a common convention in older platformers. There is also collectibles called ‘Rings’ that allow for the player to gain high scores which can be used to show their skill at the game. (Image’s taken from VGmaps.com)
Rayman Origins 2D
level design
Rayman Origins is a
modern platformer released on the 15th of November 2011 for the Nintendo 3DS. It is a
platformer and as such, has various concepts and mechanics from older 2D
platformers. For example, the first level increases in difficulty as the player
progresses through it. It initially starts with simple platforms to progress
across, but as the player progresses, enemies are introduced, forcing the
player to manoeuvre around the level while avoiding or attacking the enemies
.
.
Just like older platformers, Rayman Origins,
has collectibles, in this instance, ‘Lums’, which allow you to progress through
the game. This is the games ‘Ultimate Goal’, which is to collect/save as many
Lums as possible which is done via breaking cages in which they are kept. This
is just like older platformers, which all have an ultimate goal, for example
Super Mario Brothers which is to save Princess Peach from the villainous
Bowser. This gives the player motivation to adapt and overcome every new enemy
or obstacle to achieve that goal and beat the game.
There is also items within the game that
enhance the players ability’s such as ‘Blue Punch’ which increases the players
offensive ability which is similar to, yet again Super Mario, which has
mushrooms that had positive effects on the player character. Items are a tried
and tested aspect of 2D platformers that has become a staple of them ever since
as shown by the inclusion of them in Rayman Origins, even 30 years after they
were first introduced.
Just like older platformers, Rayman has Boss fights. This
enemy provides the player with a harder enemy to defeat and provides them with
a challenge. This has once again been a staple of 2D platformers, among other
genres, which shows that Rayman Origins is an old school platformer at heart,
which shows how timeless games like Super Mario Bros are even now enjoyed and
appreciated by modern gamers.
![]() |
| The first level |
The game also has three primary areas that have
different ways to traverse them, and provide new obstacles in each. This forces
the player, to once again, adapt to get through and finish the level, and
eventually the game. This keeps the player interested, due to scenery change. This enhances the players experiences and convinces them to keep playing. (Image taken from GiantBomb.com)
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