Tuesday, May 8, 2012

Buccaneer Bravado


I saw a few great images by Don Flores and wanted to draw something along his style. Here's what came out... a little Buccaneer Bravado.

Thursday, May 3, 2012

Bop It!

Bop It was game that spent the longest time in development, but it is also one that has the most depth in user experience. The changes went back and forth trying to find engaging gameplay and visuals to reinforce that gameplay; it was tight since we developed the whole game in about eight months. 

I want to include a little bit of the process here to emphasize how fluid the development process is- it's awesome- good ideas get exchanged for better ideas, weak ideas are left behind, and there is a lot of listening and responding to other. A lot of listening goes a long way. 











At first, the game hid the avatars in a capsule of sorts and you could see it rocking out. Cool to see, but not experience. The second version was a big screen the avatar stood in front of...that seemed redundant and removed the experience away from the toy interaction. The third or fourth version brought in a ring on the floor around the avatar, followed by the idea to nix the avatar and create a circular construct to play with.


Lastly, tie the good aspects of all those ideas together and add richer visual cues through the environment...bingo, you've got BopIt! Below is a lighting color script for gameflow, to reduce scope and improve stage consistency we dropped the set entrance. I know FGN isn't a AAA title, but it was great to work on for it's fast pace, open direction, and the folks at Wahoo Studios can't be beat. Cheers.

 

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