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WEEK 1  WEEK 1



What and Why?


For semester 2’s formative and summative, we have been tasked to get into groups of two-three and create a game that combines two genres. One genre is chosen as a group; the other is randomly assigned.

My group was given the genre of fantasy.
I was relieved to hear this because fantasy is incredibly flexible in how it can be expressed. It is not strictly locked to medieval times; it can be set in many time periods, such as ancient civilisations, futuristic societies, and even the modern day!

As long as our game has fantastical elements, it will be abiding by the restrictions of our first genre. And how can it not if we are the ones who are making it!


To back this up, we chose comedy as our second genre.
This is perfect for our vision of the game, which is already forming. We picture making something that follows many of the same codes and conventions as Adventure Time, set in a satirical yet surreal world very different from our own, long after the collapse of mankind. where society have overlapped and many different sentient species live harmoniously.

We begin to construct a narrative that revolves around a wizard destroying the player’s home from a faraway tower immediately upon starting, which provides the player motivation to embark towards the tower to get revenge. As the player explores, they learn that everyone else in this world has also been humorously affected by the wizard.





I have been blessed with a group of creative and willing artists who share my general taste in aesthetics and tone.
Because of this I will be starting the project’s GitHub repo (our chosen version control) with a very simple template that I designed over the holidays.

All it contains is a Unity first-person starter asset with a PSX shader, a procedural skybox that allows for rapid adjustment, and a layer for objects titled “Pickup” which allows the designer to attach rigid bodies to pickup and throw any object in the scene, using a ray cast and two empties for the objects to lerp to.

This is obviously inspired by Source Engine games such as Half-Life 2 and required me to research Valve's techniques and eventually their design philosophies in supplying effective immersion, which I did gladly!