Oct 262009
 

ian4Huge poisonous spiders lie ready to pounce as you carefully traverse a forest lit only by moonlight. This is one of the initiation rights you will face in One Night, a new game that has been prototyped by AFTRS lecturer Ian Brown using Unity3D software. He recently gave a presentation of the project at Gamejam09, the games pitch and demo event initiated by LAMP in 2008.

It took Ian about a month to create a level of One Night including the design of all the assets from scratch. He did modelling and texturing in Mudbox software, the animation in Maya and it was exported to Unity3D where all the gameplay was scripted in Javascript. Unity 3D is a multi platform tool and its relatively easy to create games for Mac, PC, web or iPhone.  There is a rapidly growing list of great games being created in Unity3D which you can find here.

You can see a gameplay capture of the One Night on our YouTube channel AFTRSgames or you can play through the prototype by downloading a zipped executable for Mac OSX or Windows.

For those interested in creating their own games like One Night,  AFTRS are running a Graduate Certificate in Games and Virtual Worlds in 2010 and we’re looking for visionaries who can create innovative games and rich immersive social virtual worlds.  Applications for the course close on November 1 2009 and more information is available here.

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Sep 162008
 

‘Growing Worlds” An abridged Presentation on Games Writing and Adaptation by Joe Velikovsky

(Note: the first half of the podcast contains loopback echo due to technical issues)

In this abridged (20 out of 35 mins) presentation at a LAMP Insight ‘Growing Worlds – Games Adaptation Seminar’  Joe looks specifically at the practical side of games design and adaptations from existing IP or story ideas. He talks about console games writing, how they are developed and some of the titles he worked on including Looney Toons and Jumper.

“every chapter has its own introductory and outroductory. We ended up with this entire game summary a couple of meters high and wide so that everyone could easily refer to it and know exactly which level they were making at anyone time – what was in it and what the mission objectives and stories were. We ended up with 10 walkthroughs which were about 40 pages per chapter, times 10 chapters and if you included the images there are about 70 pages, 20 cut scenes of about a page each, and this big excel spreadsheet with over 1060 rows of dialogue.”

He talks about his experience across screen writing leading to writing for games and then looks closely at the target demographics and how they influence the design and what content to include alongside the style of gameplay. Joe then looks at the visual aesthetic, game play and design of Looney Toons in more detail and the structual aspects that are inextricably linked to the gameplay and narrative that permeate the story world and the amount of work that is required to create these large game play environments.

JOE VELIKOVSKY – Screen and Games Writer

Joe Velikovsky is a Producer, Designer and Screenwriter in the fields of New/Digital Media, Game Design, TV and Film. He has been a Professional Writer, Game Designer and Producer for over a decade. The game, film and TV genres he has worked in include drama, sci-fi, horror, and comedy. Professional experience includes:

  • Senior Game Designer, Game Co-Writer, and Producer: JUMPER: Griffin’s Story videogame (Xbox 360 SKU only), based on the Fox movie, developed by Redtribe, published by Brash Entertainment, February 2008. [http://www.jumpermoviegame.com/]
  • Game Writing and Design consultant to various New Media producers, for The Australia Council and Screen Tasmania.
  • Senior Game Designer and Game Screenplay Writer, LOONEY TUNES: ACME ARSENAL videogame (on PS2, Wii, and Xbox 360), released worldwide by Warner Bros Interactive, October 2007 in the US, February 2008 in Australia. [http://looneytunes.warnerbros.com/acmearsenal/]
  • Writer/Creator of an EPOC (Electronic Proof Of Concept) mobile phone web-soap prototype, with Australian Film Commission funding, LIFERAFT, 2005. Producer Michael Robertson, Prodigy Films (producer of film Blackwater).
  • Creative Director of A-Rage Pty Ltd. Producer, Director, Game Designer and Writer on the `Augmented Reality’ game Sky Invaders 3-D which won 2nd Prize for the `Best Unsigned Professional Game’ at the 2004 Australian Game Developers Conference. www.a-rage.com
  • Mobile-phone comic-strip producer and author,“Dr N. Sayne” launched by m.Net at www.mobster.com.au. (The first exclusive mobile-phone-comic-strip in Australia) 2004.
  • Co-Game Designer, Saturday Night Speedway, developer Ratbag Games, published by Atari.
  • Writer/Game Designer on sci-fi action thriller PlayStation2 game, IKON, for Ratbag Games (in turnaround), 2002.
  • National Games Market Analyst for Australia, Inform Pty Ltd, Sydney (now GfK). Clients included Sony, Microsoft, Nintendo and all the members of Australian Visual Software Distributors Association, 1999-2000.

MP3 recording time 22:38 (6.7MB) Click to listen

This podcast was recorded as part of the Screen Tasmania, Australia Council and LAMP@AFTRS seminar on Games Writing called Growing Worlds delivered in May 2008.

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ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded on a DV cam by Australia Council (echo issues)

Description, editing, podcasting and produced by Gary Hayes