For this project, we collaborated with CIT students to produce a game. The game I have been focusing on is the Underwater Tactics RPG. After coming together with my group, I decided to work on the obstacle assets. The obstacles for this game are corals and kelp that will cover one tile unit of the game board. There is also a large rock with corals and kelp covering it.
Below are the assets I have made for the game: Continue reading
The Great Adventure from Danielle Kanuck on Vimeo.
The above video is a montage featuring toy ducks. I took 20 short video shots (only a few seconds each) of the ducks around campus. Once I had the clips, I edited them down to one second each and organized them to make it look as if the ducks were traveling around to see different points of interest (ie: different places with running water).
The following video addresses and fixes a weird jump cut in and interview scene, along with an issue with one of the clips with my laptop in it where a message from premiere pro popped up and stayed on screen.
College Life_3 from Danielle Kanuck on Vimeo.
Continuing today with the collaboration project, I focused on drawing some of the coral designs I had sketched out last class. I managed to come up with a concept for the plate coral as an obstacle choice. So far there are three colors in the concept: orange, purple, and red.
I was also able to start a drawing of the sponge from a sketch last class. It is unfinished as of now and will be altered.
For our current project, we are collaborating with CIT students to produce a game. The game I have been focusing on is the Underwater Tactics RPG. After coming together with my group, I decided to work on the obstacle assets. So far, I’ve come up with a few possible sketches for coral obstacles that will cover one tile of the game grid and one concept for a large rock that will cover multiple tiles.
During class today, I worked on the design for the fan coral. I also created two concepts for (a) multi-tile rock(s) in Adobe Illustrator and MediBangPaintPro.
Juicy game design and interaction-
Game 1: Bounzy
Bounzy is a strategy game for mobile devices. You play as a mage that shoots spells against block-like enemies. After each turn, the enemies will move one unit closer to you, unless your spells hit them and bounce off of them enough times to lower their health to zero. When the game opens, there is upbeat music with a lot of trumpet noise in the background. There are clouds that slowly move and fade behind the big red play button. Continue reading
bunny-dash-gameplay from Danielle Kanuck on Vimeo.
Above is a short video of my first game built in Unity. The level design was built for the purpose of understanding difficulty curves in video games. This level design is not particularly hard, but the idea of a difficulty curve is that it slowly introduces players to new obstacles and ways to get around them. After players learn about getting by an obstacle, they are then met with more. As the level goes on, the obstacles become more difficult to get past.
In this game, players control a blue rabbit past rocks to get to the rainbow goal on the opposite end of the level. The rabbit can move left, right, up, or down, in this 2D platform, but it is restricted to the dirt path. Don’t hit the rocks, or it will be “Game Over” and you be prompted to try again.
Download the game here: https://drive.google.com/file/d/0B461s2y1SAYiekk4eFVsTUF5b1k/view?usp=sharing