Game Art - Will Miranda
Friday, August 31, 2018
Friday, April 27, 2018
Tuesday, April 17, 2018
Commercial Thumbnails
This is my idea for the battle arena commercial. I believe it will slightly change when finding the right track for it as well as tweaking compositions and maybe even a few shots, however, this storyboard gives me the general idea of how I want to have this commercial play out.
Friday, April 13, 2018
Boss Analysis:
Shadow of Colossus , First Colossus
Shadow of the Colossus has no enemies but relies heavily on it bosses. Each boss must be discovered by journeying distant lands, however, the first boss serves well as an introduction to the game’s core mechanics and overall approach to boss battles. Upon reaching the boss location, the player must work his way up the walls that lead to a huge field. This level layout helps teach the player how to climb which is an important mechanic in defeating each colossi. The first colossus appears in a cinematic cutscene and the player witnesses the grand scale of the boss. The boss does not attack the player until provoked in which he will slam his mallet-like weapon down on the player. His weak spots are able to be found using the light bouncing off the sword. It is shown that his weak spot is on his leg which is easy to get to. The weak spot is indicated by an emissive mark on the colossi. The player must stab into the leg of the boss. The next location is on the top of the boss’ head. This part of the boss involves climbing up the boss as it tries to throw you off by swaying back forth. The player must watch his stamina at this point since running out means falling off.
Idea for Adventure game boss:
My idea for a boss fight will be to have a boss that looks similar to the character who is also infected with the shadow plague. The first stage of my boss will involve the boss entirely becoming emissive red and slides quickly from different array locations until having to cooldown. In stage two the boss will continue to do his first stage attack, but at the end before cooling down the boss will shoot projectiles in multiple random directions for the player to avoid until reaching his cooldown point. The last phase of the boss will involve the boss aiming a beam at the to dodge as well as repeating his attacks for the first two stages.
Monday, March 19, 2018
Friday, March 16, 2018
Projectile Idea
My plan for my projectile is to have a a charge shot. It would have a high speed and have no gravity drag. There would be a cooldown before the next shot is taken. The projectile would have a high damage range.
My idea SFX would be a charge sound following by a beam electric sound. I would utilize line trace trace to show the player where he/she is actually shooting and give them a better aim.
My idea SFX would be a charge sound following by a beam electric sound. I would utilize line trace trace to show the player where he/she is actually shooting and give them a better aim.
Friday, March 2, 2018
Adventure Game Playthrough
This is an top down adventure game assigned to us to work for a few weeks. We had to develop and program the layout and interactions in our games. I learned a lot about programming and game designing. I felt there were many things I could have done better and hope to do so in future developments.
Tuesday, February 6, 2018
Adventure Game - WIP
Adventure Game Title: Untitled At the Moment
Visual Style: I will approach this game with a less is more ideology.
This means textures will be simple as well as assets, however, with the goal of still making a visually
appealing product that doesn’t feel poor in quality.
The visual trademark I want is to let the player experience and abstract, but familiar feeling world.
This means textures will be simple as well as assets, however, with the goal of still making a visually
appealing product that doesn’t feel poor in quality.
The visual trademark I want is to let the player experience and abstract, but familiar feeling world.
Location: The Forgotten City
Time of day: Daytime
Terrain: Urban, but alien
Color Scheme: Soft and Pastely
Story: The character is trying to seek out the mountain elders, however, must open a gate at its entrance.
He must find visit the Forgotten City in order to find a relic needed for the gate.
He must find visit the Forgotten City in order to find a relic needed for the gate.
The character is able to use an ability called Psychic glare in both puzzle-solving and combat.
Inspiration:
Inspiration:
Friday, February 2, 2018
Thursday, February 1, 2018
Platformer Level
I created a platformer lever for the first assignment in my game design class. It required programming all the mechanics and making the visuals. I went for a cyberspace environment.
Thursday, January 11, 2018
Super Mario World - Yoshi Island 2 Analysis
Super Mario World is a side-scroller platform released on the SNES in 1990. It takes what was successful in prior Mario games and builds upon it. The game begins with the option to take two different paths; both which teach you different aspects of the game. I felt like the Yoshi Island 2 stage best helped to establish the game. In this level, Mario is placed at a start with no threats allowing the player to figure out how to move. As the player makes his/her way towards the right, they encounter a red empty shell placed on the ground. This is placed in a way to allow the player to experiment with the shell without any harm. The player could either kick the shell or hold the run button which allows the player to pick up the shell. A platform on top shows a line of Koopa Turtles walking in unison and if the player throws the red shell in their trajectory, they receive a 1-UP as a positive feedback. The player will later have to use the shell in order to get through obstacles. As the player moves on, there are blocks that can be jumped on. The player will run into blocks that can be jumped on for coins only to stumble upon one holding the game's newest mechanic: Yoshi. This could be a surprise for players who had expected a mushroom. Yoshi is able to give the player an extra hit without damage and also use his tongue to swallow enemies. The level gives the player plenty of space to test out these new mechanics and even has a block that explains some of Mario's moveset through a text box. Coins are also used at this level to give a path on how the player should move. Towards the second half of the level the game introduces harder enemies to test the player's ability but also gives them a checkpoint (as well as a mushroom powerup) if they happen to run into trouble. The second half of the level also gives the player alternate paths to take such as going down a pipe or climbing a vine leading to the clouds which helps give depth to the level. The final part of the level introduces a button mechanic that turns coins into blocks. If correctly utilized it allows Mario to get the highest bonus at the end of the level.
Friday, December 1, 2017
Teaser Trailer Plan
The emotional response I want from this trailer is to showcase a desolate temple ready to be explored by the player. It will start with a slow fade show the front of the mausoleum. After the right beat, it will show a new shot of the mausoleum from a different angle, possibly closer to the ground. Each shot will have a slight pan, zoom, or another form of movement. Following that scene will be a new scene inside the mausoleum showing the main entrance. The next shot the camera will zoom within the halls. There's the potential to add a dolly shot facing the windows and panning to the right if it makes sense with the beat. The last scene will feature the puzzle room at a high camera angle with a slight pan. The VO will possibly be placed in this shot, but not entirely sure yet.
Tuesday, November 28, 2017
Teaser Trailer Analysis
This trailer's opening is quiet at first creating a desolate and abandoned atmosphere until the narrator says something. At that point the game starts to show more of the world and showing that it is not simply abandoned, but occupied by some sort of intelligent AI.
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