Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

 MAGI Folio Plan
“Souls-like”

(1) Rationale/ Intention:

  • My intention is to challenge myself in creating an experimental 3D interactive environment surrounding the concept of “Patches” (trickster character) within the ‘souls/souls-like’ genre.
     
  • Immediately breaking down the genre into two large pieces, ‘Combat’ and ‘Exploration’, I intend to focus on the genre’s concept of exploration.
  • Stemming from someone with fresh eyes and perhaps a different outlook/insight into the ‘cult-like genre’, it is my want to understand its appeals and earnt reputation, through exploratory means.
     
  • Perhaps, if it is not too ambitious, I would love to potentially introduce new elements to this strong and possibly ‘stagnated’ genre, pushing it’s boundaries to create a new subgenre.

(2) Context: Field

  • This project sits within the game design and potentially ‘speedrunner’ field.
  • Two people immediately come to mind,
    • “VaatiVidya” (Vaati)
      A Youtuber/Twitch Streamer and a prominent figure in the Dark Souls lore universe.
       
    • “heyZeusHeresToast” (Zeus)
      A notorious Bloodbourne speedrunner and Twitch Streamer. (Multiple appearances in AGDQ - Awesome Games Done Quick, a large speedrunning charity event)
       
  • Other notable studios are: Japan Studios (Playstation), Bluepoint Games (Demon Souls Remake), and FromSoftware (Dark Souls) – Bandai Namco Souls Series.

(3) Method

  • The studio work will help support my intention in a hands on fashion, allowing for personal experience.
  • Softwares: Unity (Game Engine), Maya (3D Modelling software)
  • Research and development documentation: Microsoft Word, Pen and Paper
  • Consult/Interviews with Souls Genre community member

(4) Production:  Tools

  • Week 1:
    •  In Field research and consultation within the souls-like community.
    • Learn how to paint on modelled object surfaces.
       
  • Week 2:
    • Concepting and sketching key elements within the “Patches Pit” (environmental storytelling + ‘interactivity aspect’)
    • Writing/Creating ‘Patches’ introduction.
    • Modelling (Maya) the basic structure and size of the arena and placing it in engine. (Unity)
    • Programming Menu Screens and Buttons within Unity.
       
  • Week 3:
    • 3D Modelling key elements/environmental placements.
    • Greyboxing and continuously researching on first iteration of the environment.
    • Implementing, ‘Patches introduction’ and Player Tutorial.
    • Lighting/Color planned.
       
  • Week 4:
    • ‘Patches introduction’ and Player Tutorial.
    • Continued (re)modelling of environment, key elements, concepts and implementation of assets.
    • Playtest with previous consult on the environment’s ‘feeling’.
    • Lighting/Color test.
       
  • Week 5:
    • Continued (re)modelling of environment, key elements, concepts and implementation of assets.
    • Revisions of the environment and tutorial, taking in playtester’s comments.
    • Playtest 2 with a former consult, and genre ‘newbie’

  • Week 6:
    • Revisions of the environment, taking both playtester’s comments.
    • Final Lighting check and other final touches/space rearrangement
    • Sound effects or music


 

About This Work

By Pei-Ju Lai (Janifer)
Email Pei-Ju Lai (Janifer)
Published On: 05/03/2021

academic:

production

mediums:

interactive

scopes:

prototype

tags:

AGI Studio 1, AGI Studio 1 Folio 1