Project Bigfoot Prototype
Tools Used: Unity 5
Made: April 15, 2017 - April 27, 2017
Team Members: Autumn Scruggs, Alex Graner, Ian Harder, Eric Rivera, Angel (VO)
Made: April 15, 2017 - April 27, 2017
Team Members: Autumn Scruggs, Alex Graner, Ian Harder, Eric Rivera, Angel (VO)
Game Description:
You play as Agent Bigfoot, a member of the hidden Sasquatch society that is sent on covert missions to infiltrate human society and eliminate any evidence that could expose the actual existence of Bigfoot. This time, a famous photographer is arrested for illegal photos taken in the forest and among those images is a blurry picture of a Bigfoot. Using stealth and disguises, the player must get the picture and escape the area without being seen. (Story was a quickly put together for Demo's sake)
Prototype Purpose:
Project Bigfoot was a rapid prototype of my team’s potential senior capstone project. We treated our prototype as a tutorial level, offering scripted events that taught player basic abilities while also sampling the game’s humor and overall style. This prototype was made in a week and a half by Autumn and myself with the help from artists for our school’s prototype event.
My Role:
- Worked with team to establish game's themes: Stealth, humor/goofiness, story, and player agency
- Led team and worked with everyone to create assets (programming, art, sound/dialogue)
- Led development for demo's story, level, and gameplay events based on core themes
- Scripted player interactions, tutorial events. and some AI behaviors
- Built level from paper concept to prototype ship, implementing art and polish
- Directed level's flow via dialogue events, objective/sub-objectives, and minute-to-minute gameplay experiences
I worked with our team’s lead artist (Eric Rivera) to find an ideal art style that would complement our game’s tone, not only for our prototype/demo but also ground our art style for our game going forward. We accomplished this through a low poly, cartoony art style that helps translate our game’s goofy humor visually.
I also directed the sound designer as I helped write and direct voice lines so they not only clearly explained to the player what was going on, but also fit the current situation in an entertaining manner. I helped write the walkie-talkie instructions and plotted where they would appear along with the goal markers (gold star) to help the player constantly know what to do/where to go and why. I also directed and placed the game's cut-scenes.
I also directed the sound designer as I helped write and direct voice lines so they not only clearly explained to the player what was going on, but also fit the current situation in an entertaining manner. I helped write the walkie-talkie instructions and plotted where they would appear along with the goal markers (gold star) to help the player constantly know what to do/where to go and why. I also directed and placed the game's cut-scenes.
Demo Results:
Although the prototype received very high scores from players’ feedback, survey scores, and peers/faculty, the team and I realized what we did right and what we need to heavily improve upon to make the game truly enjoyable.
Although the prototype received very high scores from players’ feedback, survey scores, and peers/faculty, the team and I realized what we did right and what we need to heavily improve upon to make the game truly enjoyable.