Conceptualization of Ideas

So when designing anything where do you begin? Well for many people, they would say iterative design is a thing, and that you should work in steps to get there. I don’t disagree with that, but before you can really get your hands dirty, you need somewhere to start – and for game designers working on a team (99%! 99%!), that means documentation. Just make sure to have your TPS reports in by Monday.

Seagulls reference art
Seagulls reference collage

So let’s pretend for a moment, you are working on documentation, and you are tasked with submitting a concept for a game using a somewhat familiar environment that people know.  – Let’s say, oh I don’t know… an environment for Seagulls. Immediately, (hopefully) you probably pictured Seagulls flying around a beach or pier, being annoying perhaps, maybe trying to steal some tourists lunch, or just keeping to themselves.

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Then, what exactly is the next step to get that idea fully conceptualized into documentation? A question I also asked myself. Being early in my career as a designer, I didn’t have an answer to that question right away. So for me, I found asking questions to be more helpful then searching for answers.

template1

“What is interesting about this area? What can the player interact with here? What is the purpose behind having seashells on the beach when the player is in the sky? What vertical distinctions can be created  for our player to explore while in that sky? What if our player poops on this object? Or in a nutshell, What is the intention?

terrain

Without realizing it, I had discovered a series of questions which eventually guided me to my new found design mantra: ‘What is the intent behind what I’m trying to design, and how can I convey that intent?’ 

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Perhaps you don’t agree with that being a strong mantra, and that’s okay. But to me designs start with intention, because all choices start with an intention, and designs, much like when you do anything in real life, start by making  a choice.

Island

 

Seagulls – Prototype Beta release!

Caw! Caw!
Sorry, it could not be resist, as that’s the sound I heard in my head for the last 3 months of performing dive-bombs, candy burglary, and all the while saving some birds for my latest project, Seagulls. Yeah you heard me. Seagulls. What is Seagulls? Thanks for asking Mr.Sounds-like-broken-english rhetorical question. Seagulls is an 3D open world, 3rd person perspective flying adventure with a sense of humor, featuring a cinematic driven single player story, and competitive splitscreen multiplayer gameplay. Even in current prototype stages, it’s come along way from it’s original ‘QWOP’ styled wing control, to its goofy flying and theme, that doesn’t take itself too serious, and it will swoop the fun right out of your hands! But the opposite of that, so… it’s a positive thing. It will swoop the fun into your hands! But don’t take my word for it, try it out yourself!

More @ https://twitter.com/SeagullsGame