The document proposes a concept for a fun and nostalgic 2D arcade adventure game that can draw players in quickly. It would have pick up and play experiences across 8 levels spanning different time periods. The game would focus on fun over messages and include elements of nostalgia, rewards and a basic narrative structure to move between quick mobile-style experiences and more immersive desktop/web experiences.
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Graduate Project Presentation
1.
2. (Working Title) “ A fun, nostalgic 2D arcade adventure game with additional in-browser features”
3. ‘ pick up and play’ experiences Something that can draw you in within a matter of moments Something that catches your eye Something that is simple Something that is enjoyable
12. Feedback and Reflection Mobile = Gave quick experiences with a basic narrative structure Desktop/Web = Gave immersive experiences with a more in-depth narrative structure
13. Quick experiences with a basic narrative structure Immersive experiences with a more in-depth narrative structure Mobile Desktop/Web
14. Key Points of Development Fun first, message second Nostalgia Rewards
17. Narrative Synopsis A time machine test experiment goes dramatically wrong, causing a droid to become stranded in the past. Now you must help Droid 266* through 8* treacherous levels and get back to the year 2022. *Working title
18. Game Structure Stone Age 19 th Century: Wild West 22 nd Century: The Future 2 Levels 2 Levels 2 Levels 2 Levels Achievements Achievements Achievements Achievements Collectables Collectables Collectables Collectables Novice Moderate Difficult Very Difficult 20 th Century: Modern Era
First Launch 2011 Narratives tiresome compared Pick up
- Asked myself what does this?
Looked at arcade games
Simple Concept Jump on Platforms Also applied to...
Minigames Fun easy to play Draws in large audience Simple game types
P+P – Fun before the storyline Examples Arcade – Tetris/Space Invaders Appeal Large audience – Like Wii Party
Led me to ask… Survey posted on…
Majority survey my target audience Few said they played arcade games when kids Potentially apply 11-17 to target audience
difficulty - storyline and appearance Increasingly important factors in desktop With a big interest in design and storytelling/Desktop
My game plotted The middle man between Leant towards desktop and web
Putting the fun before the narrative Will expand upon
Nostalgia - 8bit character art comes to mind NOT wannable retro Incorporate best of both modern day 2d graphical art
Player incentive – Achievements and rewards Design skills – make viewable on Website - counterpart to game View progress and awards Examples of this can be seen in
Backbone story
Game split into 4 parts 2 levels each – Could be extended; depends on time Achievements and collectables would vary depending on the theme
Unity 3D Game engine using 2D toolkit Simplicity and feel comfortable using it compared
Development till end of year Game production now till Mid-March > April Web dev – January till April Bug fixing – Mid march – end April