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Project Context

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Expectations

For this project, I have been tasked with creating a game based around my Unit 12, so to make sure that it ties in with my Unit 12, I have decided to create my FMP in the form of a 2.5D, First person action-platformer sequel to my year 1 FMP, “the folk laws of fright 2!”. To make sure that it meets the criteria of “being based on my Unit 12”, I will be putting a heavy emphasis on character design. I will accomplish this in a few ways. Firstly, I will continue the idea of basing the enemies and bosses on creatures from folklore and mythology, as that is the entire point, hence the pun “folk law”. To get these designs, I will first conduct research into every single one of my enemies, and then create three basic designs based on each. I will aim to have 3 enemies per level, and a boss for each too. Making for 12 rough designs for each level. I will put every one of these designs into a survey to get feedback on each of them, and see which ones are the most popular, then I will fully flesh out the designs based on the feedback I am given, using full colour and shape theory where it is further applicable, as there will only be the chance to have used shape theory as the original designs will be black and white sketches. I will aim to have a character reference sheet / concept art sheet for each and every character design by the time this project ends in full colour. This may be quite a large undertaking, so I may want to consider doing this over the course of the entire project, rather than doing this in a small set amount of time.

Technological Considerations

In terms of technological considerations, I’d say my project fits within my technological limits and needs, as all I really need to do is create a lot of high-quality concept art for each the characters and create a basic FPS platformer in 3D, which I have a basic understanding of how to do from previous projects I have done over the course of my 2nd year at college. As for any other features, I will follow tutorials I find on YouTube, as that is my only way really of learning how to program in certain features in a reasonable amount of time. Considering the timeframe and the workload, my final product in terms of a game will probably be something along the lines of a basic 3D platformer with 2D sprites around the environment where you can knock down enemies rather than defeat them. However, where I can, I will try and add any mechanics that I would like to put in the game but will focus on the design aspect of the game.

Influential Projects and Practitioners

As for influential projects and practitioners that have inspired this project, there is of course the first year’s FMP, being the folk laws of fright 1. This is arguably the largest influence, as without it, the entire concept of the second game wouldn’t exist. Secondly, there is the influence of Unit 12, being the heavy focus necessary on my character design. As for actual practitioners, one of the large influences on the environmental feel I would like to take with the game and even some of the character design is the manga artist Tsukumizu’s works, as I really like how their environment and character design is done. I really enjoy how the environments feel so overwhelming, yet so empty. I also enjoy how simplistic their character design is, whilst also making it feel really unique. Another large influence on this project would be Omori, as I really enjoy how the horror is implemented into the game via the use of its sound and visual design.

How does it fit among other games in its field?

Finally, my project should hopefully fit amongst many other games of this format, as I am aiming to have a fun small project complete by the end of this FMP. I would like the game to be fun for as many people as possible, and whilst it won’t aim to be too unique to stand on its own, I want it to really master what it takes inspiration from, improving on said inspirations and ideas to make them feel unique enough to stand on their own. I would also like the game to be a memorable experience, so not only will it aim to be fun, but also visually interesting and immersive for the player.

Conclusion

In conclusion, my game will have a heavy focus on character design, aim to be very fun for the player and try and stay memorable for the player as well, creating for an overall enjoyable experience.

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