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Meeting 2 Minutes

May 26th, 2009 ramy 1 comment

thanks to Charlotte for taking serious notes for this meeting, i only made minor additions:

[ Keep in mind that examples do not mean that we specifically mentioned them per se or that it’s what we want. They’re usually for clarifying purposes only. ]

-Character having insomnia is a good way to immediately explain the character’s confusion between dreamlike states (gives him reason for deterioration of sanity etc. too)

-Plays with dementia

-Character deterioration is something we really want to convey: can do this with loss of senses ( ex: no more sound all of a sudden), changing of character’s clothing (ex: from hoody and jeans to hospital gown), (any other ideas?)

-We have decided that we do want to create a model for our character so that we can play with things like out-of-body experiences (camera pans out and we see ourselves), reflective surfaces, and more. Much, much more.

Sean’s scene:

-Scene begins with city backdrop, but all is whitewashed, blurry and vague.

-There is a flicker which shows the character jumping across a median to get to a little girl (or similar ‘sympathetic’ character)

-the main character is compelled to help this figure in need, but somehow he can’t, and surroundings struggle in order to reflect his own inner battle

-There is an ambulance or truck or something in the street view that hits the secondary character

-Only some of the scene is colourized

-Character walks through the space; the game is an immersive experience, somewhat like a short film

-Guilt projects our character into the blame position of the scenario

-A dramatic catalyst would push the character from one scene to the next

-The character would travel from one incident to the next, the space morphing into the next scene

-The character’s increasing dementia would be reflected into the world we see

For Mo’s creatures:

-Our character could be haunted by victims he was ‘unable’ to help.

-These secondary characters could evolve depending on the actions of the main character for example, Sean mentioned that when he does not do the right thing, the creature may become more distressed, irritated, visually deformed


For Samir’s object- and Sahar’s puzzle-like game ideas (we have named this puzzle-based object orientation):

-Maybe there is an object following him (reappears throughout the game) that he has to use

-Maybe he has to find objects in order to move on (ex: a key to open a door)

-Objects may be keys to other memories (cut scene intensive)

We would like to break the game down into 3 scenes.

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