Monday, December 23, 2013

Break Sketches 01

Some designs and other various imaginative meanderings while I'm on holiday break from school.




Monday, December 2, 2013

3D Environment Beauty Shots and Additional Shots

Final images for my level for 3D for Games I. The theme of the level was Lantern treehouse. I enjoyed the heck out of this assignment.

Beauty Shot 1

Beauty Shot 2

Beauty Shot 3

 Various additional shots of the level.












Monday, November 4, 2013

Saturday, October 26, 2013

Game Illustration Sketches

Some basic sketches for a couple ideas I had for my game's main illustration that we have to design. 




Thursday, October 24, 2013

Process Preview

Just a little insight into how I start and finish my drawings sometimes. 

Thursday, October 17, 2013

Playtest 3 Feedback

The third round of play testing for my Monster Bash game gave me a number of good feedback commentary from my friends who played it.
  • With the rule packet I should consider putting the examples of actual gameplay under the Gameplay section. I should also rename them as Basic Gameplay Examples too to help the player find them easier when looking through the rules.
  • Put in a more thorough explanation when it comes to certain situations that may arise with the action cards. For example with the punch cards I should put in an explanation of how when two players either play both a punch or bite card at the same time the player with the monster who has the lower HP should go first.
  • Option to choose to restock action cards should be left open so players can just pull up new action cards when they feel they're running low.
  • There are too many monster cards who are OP and have a special ability. I should consider going back and making more normal monsters to create a balance for the monster cards so the chance of choosing a monster with a special ability is smaller.
  • They suggested I should really consider the usage of the action cards and how I can make them more strategic. The ability to look at both the monster cards and the action cards give a player the chance to be strategic but my friends felt it was like Rock/Paper/Scissors when t came to using them against one another.
  • My friends did like how the ability to use a special attack monster card only once per game helped to balance out how OP some of them were.




Game Thumbnails.

We have to create a storytelling illustration for our game so we had to start out by drawing up 20 thumbnails for the composition, story, etc.
                                             

Monday, October 14, 2013

Monster Bash- Monster Sketches

Here're the designs of the monsters for my game I'm currently working on in my game design class. Some of them pay homage to some giant monster movie or video game but the rest are just random design ideas I put together to create an individual monster for the 25 game cards. One or two designs may be missing from here though due to some tweaks I'm making.




Thursday, October 10, 2013

Tabletop Game 05- Prototype and Rules


   Monster Bash
“Unleash The Beast and Destroy Your Enemies!”
A game by Caitlin Bernoskie
Game Time: 10-30 minutes.
Number of Players: 2
Goal
        The goal of Monster Bash is to use your team of giant monsters to defeat your opponent’s own and survive by the end of the round. If all of your monsters are defeated before the end of the round you lose!

     Game Components
The game is made up of:

  •     20 Monster Cards

  •         40 Monster Action Cards

  •           Play Mat Cards
     Setting up the game
1.    Players will take a play mat card and place it in front of them. It will stay in place for the whole game there.
2.     Players will roll dice to see who gets to choose their cards first. Whoever has the highest roll picks first.
3.    Shuffle the Monster card deck. Both players will then pick 5 random cards from the top of the deck to use for the round. Player who rolled highest will pick first.
4.    Shuffle the Action cards next. After they’re shuffled each player will choose 20 cards randomly from the top of the deck and use these cards for the round. Player who rolled highest will pick first.
5.    After each player has chosen their Monster and Action cards they will then place them accordingly on their Play Mat card. Monster Cards are not placed on the Mat however and they will be put to the side of it instead.

      Card Mechanics
1.    Monster Cards
Each monster card depicts its own unique monster. Every monster card has a Health Point (HP) score and an Action Point (AP) score.
·      Health Points-HPs
-Each monster card has a different HP score. If this score is knocked down to 0 the monster is killed and cannot be played again within the round. It is important for a player to keep track of how much HP their monster loses due to an opponent’s attack.
·      Attack Points- APs
-These points will be used as the amount of power each Action Card a player uses will have. For example if a player uses a Monster card with an AP of 15 then their Action card will be 15 as well.
2.    Action Cards
These cards act as the main action for each player’s active monster card. Their value will always be based on the monster card’s AP unless the Action guard is a Block card. There are 4 possible types of Action cards to use:
- Punch-5-15 points.
- Bite-5-15 points.
- Block- Will defend against any attack during a play. Will not work against any monster card with a special ability.
- Dodge and Fight Back
-Monster dodges any attack and punches back with an attack of equal AP of their opponent. Will not work against a monster card with a special ability.


4.    Monster Cards with Special Abilities
-There will be a small number of monster cards that have special abilities instead of APs. These special abilities can only be used once per round. After using a special ability the monster must resort to using their HPs as their Aps for Action cards until defeated.
      Gameplay
            Now that the game is set up it’s now time to start the battle!

  •            Step 1- To start, each player will look at their hand consisting of 5 Monster cards. When they choose a monster they like they must place it in the Monster Containment section on their Play Mat and put the rest of their Monster cards to the side.
  •           Step 2- Next, players will randomly choose 1 Action card from their deck. Then at the same time both players will lay down their Action cards for both to see. Depending on what Action card is played a few situations may occur:
- Example 1- Both players place an Attack style Action card like Bite or Punch. If no Monster is defeated in this turn then both players must draw 1 new Action card and play until a monster is defeated.
- Example 2- One player uses a Block Action Card while the other uses a Bite or Punch Action card. The attack will be blocked but both players will resort to choosing 1 card from the Action deck to continue until either is defeated.
- Example 3- Both players use a Block Action card. This causes no effect and players must then continue by choosing 1 card from their Action deck until one of the players’ monsters is defeated.
- Example 3- One player uses a Dodge and Fight Back card while another player uses Block. There is no Attack to dodge so the Dodge and Fight Back action is then rendered useless. Both players have no effect put upon them and they must then choose 1 new card and continue until someone is defeated.
- Example 4- One player uses a Dodge and Fight Back card while the other player uses an Attack action card like Punch or Bite. The first player dodges the attack and will hit back with an attack equal to their opponent’s Aps. If the opponent’s monster is not defeated by this attack though both players must choose 1 new action card and continue until someone is defeated.
- Example 5- One player uses a Monster card with a special ability. This cannot be blocked or dodged by the opponent and their attack is rendered useless unless the ability happens to be Copycat.


  • Step 3- If a player’s monster has their HP knocked to 0 then they’ll simply put them to the side and choose a new monster to play with from their remaining 4 Monster cards.
  • Step 4- Both players will continue repeating the actions in Step 2 until a player has all 5 of their monsters defeated. When this occurs the game is over and opponent and their monsters left alive are the winners!


      Strategy Tips

  •           If you have a monster with a high AP in your hand either save them for later or play them first. You never know, you might just give yourself a good advantage for the beginning of a round.
  •          Be smart with your Monster card if it has a special ability. It could be your saving grace in a game or it could give you a disadvantage if it’s one of your only good cards. 
  •          Have fun and enjoy yourself! This is meant to be a enjoyable game between both players so don’t get bitter if you happen to lose.


Design Notes

  • A good deal of this game was based off of various movies like Godzilla and pacific Rim which use the giant monster fighting idea a great deal.
  • Giant Monsters have always been something I’ve enjoyed seeing since I was a child so making a game based off of them was really fun.
  •  For gameplay I looked at King of Tokyo, WAR, and Godzilla Kaiju World Wars in terms of how the monsters would battle each other in game.


Sunday, October 6, 2013

Tabletop Game 04- Theme and Concept Statement


“ Unleash the Beast and Fight to the Death.”

    My theme will revolve around giant monsters. The game also has a story which will connect to them. The story is simple, two scientists have created giant kaiju creatures. To see which scientists has created the more superior specimens, both scientists, the two players, will use their kaiju to fight against one another to the death. Each player will control a vast array of diverse giant kaiju monsters to fight with from a titanic multi-armed Ape to a Lovecraftian tentacle horror. Players will also have the chance to destroy their opponents monsters through the use of action cards or special abilities that a number of the monsters have.

 Similar Themes:
  Giant monster battles are all over the place in media. Some of the most notable examples being from the movie series, Godzilla. Godzilla films always feature a number of giant monsters, normally called Kaiju which means "strange monster" in Japanese, who fight each other in a city or some area populated by humanity.

 Godzilla vs King Ghidorah

Godzilla vs Space Godzilla

   Other giant monster fighting films include the newly acclaimed movie, Pacific Rim. Pacific Rim follows the same formula as Godzilla with the giant monster showdown but instead includes giant robots controlled by humans.



  There are also many video games and board games which share the giant monster fighting theme as well. Here are some good examples:

Godzilla Destroy All Monsters was a video game where you'd take control of a giant monster and fight a number of others to become the winner, or king of the monsters!


War of the Monsters follows the same formula as Destroy All Monsters. Take control of a variety of monsters and fight for supremacy while destroying everything around you.

 Kaiju Combat

Godzilla Kaiju World Wars is a great board game where you control kaiju and try to take down your opponent's kaiju.

Color Scheme?
  So my game's going to need some prominent colors to keep the visual look of the game and theme together. I have a few ideas for this of course.

For the Kaiju cards maybe some variety of reds, blues and greens might look nice. It'll give them a lively look and the red and green are symbolic colors for ideas like violence or radioactive which fit with the idea of a Kaiju. Also a lot of Kaiju seem to favor these three color sets. It could be because they're symbolic of fire, earth, and water which some kaiju designs are based around.

I was considering that the basic cards should be a sort of earthy tone. The lack of vibrancy wouldn't clash with the lighter colors of the Kaiju cards.

Another idea for an overall color scheme. Very earthy and balanced. Many Kaiju designs include reds, yellows, browns, greens, and blues so this one hits a few of those.

Triad scheme like this would help with differentiating each type of card for the game. Might not offer too many opportunities though when it comes to the Kaiju cards which should have a large selection of colors to choose from.

Another good overall color scheme which could give a lot of good color opportunities if I figure out what should get what in terms of color combination.