2.5d style puzzle-platformer set in a construction site. This means it’ll have a flat camera angle that follows the character through a level, but the camera can turn! (seen below). The character, sunkly, will move in a cartoony fashion around the level, and he can contort his body around an object in order to possess it. Little Big Planet, a 2.5D platformer game. Super Mario Odyssey, a game with 2D sections that can wrap around 2D space, similarly to sunkly! Poly Bridge, another 2.5D game, this time with a construction-type theme, similarly to mine!
themes and ideas, and I have taken inspiration from a lot of these. Here’s a few: The movement in Mario inspired me, especially the way the characters accelerate as it is very satisfying to use. The puzzles in Skylanders are fun and easy to understand, and I’d like to make something more advanced than that but with inspired mechanics. Finally, the visual style of Poly Bridge is very appealing to me, and I think I will make something similar. Other Games With Similar themes:
a bridge to cross various gaps. The first game in the series was developed by indie developer Patrick Correri, and the first game was made with help by 3D artist Javier Villalba Ramos, while later games in the franchise have concept art released by Scott Pelico. They have explored a semi-industrial feel by using steel beams & various vehicles in a low poly style. I want to create a similar style with a mix of low poly but alive worlds, and rigid, industrial looking architecture. Artist Research - Poly Bridge (multiple artists)
who runs the fashion company Criminal. He has a very simple design, mostly orange, and wears a rastacap, and he als occasionally wears sunglasses and a bowtie. It also appears that there is a stitch along the side of him, as if he is a stuffed animal, but he is sentient. He also suits the out of place scene, as he thought he was a human in his childhood and therefore can speak english and spends most of his time with humans. I like how expressive he can be, as his design is very simple, but the wide range of emotions he displays makes up for it, and I think the idea of having either a very expressive, or a not at all expressive face on my own starfish character. Artist Research - Pappag - One Piece
first aired on the 2nd August 1999. The show follows Bob, a builder, and his construction crew of anthropomorphised construction vehicles. The show has been regarded as “one of the best of our time”, and “an eternal classic”. Bob the Builders characters are playful & cartoonish, which I like. I will be using these things in my game (sunkly the starfunkle) as they are very useful for my game. I think that the cement mixer likes the tractor, and The fact I am able to assume that from the characters shows how much personality they have, and I like that very much, as it really helps add more life to the world, which is something I want in my game. Artist Research - Bob the Builder -
character and also a finished render of the character in an environment similar to the game. I will make a flowchart for the game’s structure and gameplay loop, and I will likely explore the game’s story, which I may explain on my blog at some point. My final product will be the game demo itself. It will have a few levels, and will be downloadable on my blog. I will also summarize the game development and what I think of my work on my blog as part of my reflections. What I will produce? Sunkly as a person -Arina, age 5 “Knife mode” - a scrapped feature from development. ‘You’ve never been to heaven’ - anonymous An early draft of sunkly concept art More sunkly concept art, exploring his backstory.
main features (e.g my four pillars). Then, I will create Sunkly and the animations for him, and then I will create other assets for the game. I am using Unity to create the game, and I will use Blender to create assets and characters in the game. I may also use other types of software, such as paint.net, to create any custom textures I need. Methods / softwares? / techniques?