fables planning:



these are a few ideas that explore themes that I think are good to learn and have as knowledge for managing everyday life. I like my first and third idea, thinking of exploring those two the most and seeing how I could possible incorporate the two ideas together.

the process of making my pitch about my platform game.
environmental practice- thumbnails

here are the nine thumbnails I did in this lesson, starting from the top left to the bottom right I progressively has less and less time and think it is quite clear to see my progress with creativity and more detail as they went on. this surprised me because I thought I wouldn’t work as well under time pressure but I think my later drawings are better than my earlier ones. I liked the fact we had a limited colour range only sticking with black white and greys.

NARRATIVE DESIGN
Joseph Campbell saw repeated patterns in stories and that there’s only 8 different ways to tell a story with a hero’s journey being the main one
-Status quo
- Call to adventure
- -Assistance
- -Departure to special world
- –Trials– obstacles and challenges
- -Approach the danger- boss battles
- –crisis – darkest hour, death, injury
- –Treasure– reward
- –Result-chased away or bow to hero
- –Return home
- –New life
- –Resolution-every twisted track gains order
- –Status quo.
Examples: the hunger games, harry potter, star wars
This is the basic structure but the audience wants 90 percent the same and 10 percent different, so often the structure needs to be improvised.
The hero– average,relatable, gains knowledge
Herald– changes the plot of the story
The mentor- provides guidance and skill
Threshold guardians- stop the hero progressing until the worth is proved
The trickster- sometimes the sidekick
The shapeshifter– good to bad, bad to good adds plot twists
The shadow– overall evil character, greatest enemy
Narrative design of my own game:
New life- fox learns compassion and returns the hive
Ordinary world- a typical woodlands habitat, autumn forest
Adventure- a challenge as a result os stealing the bees honey out of greed
Mentor- a crow guides the fox and gives him words of wisdom
Threshold- the fox travels into a cave, exploring a now cavern environment foreign to its survival skills
Trials- obstacles of surviving the cave, falling stalactite, tight spaces
Approach the danger- finds a mothernest of bees at the end of the cave, has to chase the hive
Result- steals the hive with the honey and flees from the angry bees

this is a quick drawing of how my platform game level would perhaps look, I like the idea of a forest cave keeping the fox’s natural forest environment still included.
Air control and gravity




in unreal, we played around with changing and editing the gravity scale for our characters. at first i used 0.6, it was floaty and moved around easily. it make quick air movements simple and fun. then i changed the gravity to 0.3, it was very lightweight, floating around and taking a while to come back down. it also allowed for me to travel further in shorter times since i could launch my character higher. the first picture shows the character with gravity 0.3 and the second photo shows the character with 0.6 gravity.