
When Craig D Adams, founder of indie studio Superbrothers, created his first game: Sword & Sworcery EP, he described the experience as a “psychosocial audiovisual experiment”, and that it would fall into the category of “input output cinema.” What exactly this meant, he did not explain.
For the specialist project, I will be creating an interactive demo, which will act as a trailer for a game for Windows. The type of game created will be inspired by Craig D Adams’ cryptic “input-output cinema” genre-a user-controlled experience with emphasis on narrative, dialogue and visual importance rather than using typical game-play elements. The concept of this game is to provide an enjoyable experience to gamers and non-gamers alike, which is simple to control and aesthetically pleasant to view. The game will rely heavily on its visuals and in-game interactions to gain the emotional commitment of the player.
In content, the finished “game” will resemble indie developments such as Flower for PS3, Ruins for PC and Superbrothers: Sword & Sworcery EP for iOS. In image style, my game will represent a modernisation of the classical pixel-art found in old video games. Pixel art has become increasingly popular as an art style, where it has previously been considered “outdated.” This is largely connected to the nostalgia factor of the artist. For them, the style represents past experiences and the emotions connected to them. To avoid simply looking old, the style will be brought up to date to create large-scale sprites and background imagery that would never have been possible on 8 or 16 bit consoles. This will then be combined with modern effects and vector imagery to form a new “art” style. To achieve this, I will use a combination of traditional methods and modern software image generation. The final imagery for the game will be based around sketches and photographs inspired by organic structures such as trees, flowers and weeds. I will use sketches to draw up initial plans of in-game objects, characters and level design. I will then mainly be using Photoshop and Graphics Gale to create the pixel-art elements of the game, and Illustrator for the vector based objects.
The project will obviously involve the use of a soundtrack and sound effects. This is a part of the project which I will not be executing personally, and will be looking into royalty free sound-effects and music created by others in order to produce a finished result.
The game will be brought together using a piece of software called Game Maker, which can be used to create executables for Windows as well as versions for iOS devices, android and PSP. The software uses its own code called “Game Make Language” or GML which I will be using to create the interactive elements of the game. Because there is the opportunity to convert the code for a number of devices, I will eventually consider publishing my finished product on the Apple app store. For the Specialist Project however, I will concentrate on simply creating a Windows demonstration which is fully playable in order to gain feedback on the direction I am taking this particular genre. The gameplay selection for the demo will be from the beginning of the finished game, and will only take a few minutes to play. This will be coupled with stills of other areas of the game, or possibly footage of the game to create a teaser trailer effect.
