By Meg Sugden
For this module as a team we have decided to go down a very cartoony look to our project, taking inspiration for older games that were brought out for the PlayStation or PlayStation2 as well. We choose to take a lot of inspiration from this era of gaming in particular as a lot of games and genres were so new, exciting and fresh but most importantly cartoony looking.
For this module as a team we have decided to go down a very cartoony look to our project, taking inspiration for older games that were brought out for the PlayStation or PlayStation2 as well. We choose to take a lot of inspiration from this era of gaming in particular as a lot of games and genres were so new, exciting and fresh but most importantly cartoony looking.
The first game that I
wanted to look at was the original Crash Bandicoot game. As one that was
brought out in the late 90s we did not yet have the technology to produce
photorealism; in any fact we still yet have not got to that stage now, so
creating weird and wonderful creatures was the path to follow at this early
stage in game development and Crash Bandicoot is an excellent example of this.
Crash himself is
obviously based off a bandicoot. What I really like about him is that they
didn't just stick with the animal but they gave him human qualities and
clothing, along with a strange mumbled way of talking, but this really helped
to bring the character to life. Along with this he also had facial expressions,
movement, different moods and was joyful to play as. As a team we want to be
able to create a colourful character that has bags of expressions and
interesting qualities to them which can definitely be influenced by Crash's
character and the quality and humorous nature that he oozes.
In terms of the
environment they are again very simple but work well for the old PlayStation
console as they won't have been able to handle much in terms of realism and
quality in the models. But having said that they are very nicely designed,
contain very simple but lots of detail and these vary from level to level to
give the audience more to look at. For the environment that we are wanting to
create we again want to it be very simple and set in just a small place as to
not make it too confusing to create. A good example for these kind of levels
are the boss fights that take place in the Crash game, as they are all very
unique but at the same time still small. Due to the fact that we are creating a
cut scene and not an actual game level, keeping the environment small is
definitely going to be the best way to create it.
Finally I wanted to
look at the cut scenes that are used, as this is what we are actually going to
be creating in the end. The cut scenes during this scene are all kept simple
and to a minimum, offering entertaining and humorous content; which is
something that is important to our group as well. Due to the fact that the
characters are all very simple and cartoony shapes definitely adds to the
comedy and also makes it easier to animate body movements therefore adding more
comedy value as they not have to be exactly realistic and can use animation principles
to over-exaggerate them.
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