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Leif Eric Johnson
Contact me here:
leifericj@yahoo.com

Tuesday, October 25, 2011

Second Sprint

TASK COMPLETED:

I did my task and provided the art team with an ample number of possible character designs.

QUALITY OF WORK

I think the work I did turned out pretty well.  I tried a few different styles (all of which were still firmly grounded in anime style, I figure anime should fit the japanese flavor we're going for).  And ended up with 12 different character designs (plus a random mud monster!).  I'm satisfied with the work that I did.

DID I DO ANYTHING EXTRA?

Yes, I helped Cristine come up with ideas for the game's story and the main character's back story.  We are going to continue working on that as time goes on.

EXAMPLES OF WORK DONE





---NEW TASK---

Draw concept art for a finalized character design and draw her in different poses to get ideas of how she will look in action.

That's all for now.  I should get back to work.

Oh one more thing.  Bob made it sound like he wanted us to post the blog posts BEFORE class on Tuesdays.  He seemed pretty disappointed that nobody did that, but I don't recall him ever telling us that we were supposed to post before class.  I had always intended to post on Tuesday night, as there really isn't any reason to post Tuesday morning, since I haven't gotten my new task yet.  If you want us to post before class, I can do so, but that should be made clear.

Wednesday, October 19, 2011

First sprint

So the first sprint has started.  My new format for posts is going to be this:

Every tuesday I will first review how my last task went by saying what the task was, if I completed it and completed it well, and if I did anything extra.  Then I will state what my task for the next sprint is.

Since I don't have a task from last week, I will state what my upcoming task for this sprint is.

Task: Create concept art for the main character in our game.  By Thursday have some various ideas and different styles for her design.  By next Tuesday hopefully have a design picked out that will become the permanent character design.

That's all for now, next tuesday you can expect more as I will need to post how this task went, post some images, and post what my next task will be.

Thursday, October 6, 2011

Character Design

Cristine asked me to do the character design for the main protagonist.  Should be fun. I can't wait to get started.

Friday, September 30, 2011

ShadowThief

So Cristine's idea for Shadow Thief is very intriguing.  I'm interested in figuring out more about how this game is going to work and what all of our roles will be.  Shadow Thief was the only game (besides mine) that I was actually interested in, so I'm glad that I ended up on that team.

Tuesday, September 27, 2011

Before the pitch

We are now just an hour before we have to pitch.

It does make me a little nervous, but at least we already did it once before.

Our prototype is looking a lot better and actually seems to work pretty well.

I added a few short scenes to our animation that show what happens if you fail to rip an enemy apart, as well as a few little puzzles.  Not much left to do but wait and then pitch.

Wednesday, September 21, 2011

Are you kidding me?

Come on, Roger. "Princess on the Rag?" I bet less than 1% of the class have even heard of that saying.  You old people and your weird sayings, ruining my title =)

But seriously, I had heard the term "on the rag" before (but only from older generations), however I'd never heard the saying with the "princess" at the beginning.  Now--unless I want to make it a coming of age story =)--I guess I have to change the name. But the question is, what else do I call it?

I liked the title "The Rag Princess" because of its simplicity. The first two words are only one syllable each, and the word "Princess" kinda gives it a fairytale feel.

I don't want to use Roger's suggestion of "The Patchwork Princess" because the word "Rag" is kind of important thematically for the story I want to tell (I've been working on this story for years).

I could just call it "The Ragdoll Princess" but that extra syllable takes away from the simplicity of the title. If I want simplicity, I could just call it "Rags" or something. But then I'd lose the "princess" and possibly some of the fairytale feel.

It might be good for me to give a quick synopsis of the story.  On the surface, the story is about a new girl (Ana) at an orphanage (back in the early 1900s) who gets bullied by all of the other kids.  The meanest and oldest of the girls at the orphanage locks Ana in the cellar.  Ana's only real friend, her ragdoll, comes to life and then has to search through rooms in the orphanage to find clues about where the key to the cellar is hidden.  Each room is like a level in the game (with puzzles, enemies, and a boss), and each room leads the Ragdoll closer to where the key is hidden.

Another interesting thing to note is that all of the orphans call themselves princesses, they all own one doll, and they have a sort of pecking order.  The leader of the orphans owns a porcelain doll, and because she owns the best doll, she outranks everyone else. Whoever has the worst doll is the lowest in their hierarchy.  That's why Ana is bullied so much because of her Ragdoll.

Each room/level (there'll be like 3 or 4--whatever we have time for) has a theme based on which princess owns that room.  The boss of the Paper Princess's room is a paper doll, the boss of the Puppet Princess's room is a marionette, etc. Upon beating the boss, that princess will tell you a vital piece of information about where they think the key is hidden and let you progress to the next room.  Each room allows you to learn a little bit about that orphan's troubled past (this is done in a way that won't interrupt gameplay, similar to the game Psychonauts, where you can learn about each character's past while your inside their brain). Ultimately you learn much more about Ana's traumatic past.

My favorite games (like the Silent Hill series, Rule of Rose, or Fatal Frame) have ambiguous stories that can be interpreted in different ways.  I want this game to be similar.  You can take the story at face value, that Ana's Ragdoll really does magically come to life and save her.  Or everything could be imagined up by Ana as a type of fairytale fantasy, and as a way for her to at least mentally escape a bad situation.

Right now, I guess I'm leaning toward "The Ragdoll Princess" hopefully that's different enough that older generations won't start giggling hysterically.

Tuesday, September 20, 2011

The programmers are working on the prototype, and it seems to be coming along pretty well.  They're having lots of issues (that I can't really help them solve) but I hope we have something rudimentary by next tuesday.


I've been supplying them with art assets as needed, but they haven't gotten stuff working well enough yet to really worry about putting actual art in. Also, we didn't really want to have too much art in there so as not to distract from the actual core concept of gameplay.  So in the mean time I have been working on things we could show for our pitch (like if we have a powerpoint presentation).


I've created an animation that features the core concept that I want to be present in our game.  I was thinking we could use this video in our pitch.  And even if we don't, I think it's a good aid to help the other members of the team visualize who this game could work when finished.


Here's the video: