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k u r a n k u Ϋ ϥ ϯ Ϋ

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The Team SEAN Cairns ALLAN Robertson CLIO Adams ALEX Hopkins LORNA Macmillan STUART Milne ROBIN Griffiths GREGORY Goltsov PATRICK PATRICK Ward

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The Game Tony Hawk meets Crank with ninjas “ ”

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The Mechanics 2.5D Platforming (Little Big Planet, not Doom!) Heartbeat mechanic Multiplayer Combos! Run Jump Land Slide Jump Wall climb Swing Roll

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The Tech Targeting PC ────── TiledLib Lidgren Farseer XACT XNA f C# F ────── Networking Alex Audio/Graphics Allan Greg Procedural Stuart Physics

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Summary Fast-paced platform gameplay Heartrate — environment dynamism Multiplayer Stylised artistic direction — oriental

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Delivered

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Delivered  platform gameplay

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Delivered  platform gameplay , multiplayer racing

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Delivered  platform gameplay , multiplayer racing G procedural level generation

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Delivered  platform gameplay , multiplayer racing  infinite & timed single player modes G procedural level generation

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Challenges

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Procedural Pipeline Patrick Lorna Clio Tiled Group Library Models Library Models Collisions Metadata

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Procedural Pipeline Algorithm Deleted To be generated We’re playing here Player

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Challenges: Procedural Integrating art assets Procedural fun is hard! Block design critical!

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Challenges: Gameplay ‘Fast and fluid‘ — very challenging! Turning tech into fun is hard Groundwork is laid — time to polish

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Art

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Concept

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Development: Visual Style

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Development: Environment

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Development: Environment

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Development: Environment

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Development: Environment

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Development: Environment

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Development: Environment

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Development: The Ninja

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Development: The Ninja

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Development: The Ninja

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Development: The Ninja

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Development: The Ninja

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Development: Character Design

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Development: Character Design

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Development: Character Design

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Development: Animation

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Development: Chase Mechanic

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Development: Chase Mechanic

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Development: Chase Mechanic

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Development: Heart Beat

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Development: Heart Beat

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Challenges Lack of visual interface for art assets Software restrictions — 3Ds Max to Maya Importing animation into the game 2D assets mixed with 3D Cel shading being dropped

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Audio

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Layered Audio

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Layered Audio Layer 8 Layer 7 Layer 6 Layer 5 Layer 4 Layer 3 Layer 2 Base Layer 1

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Chase Presence in Audio

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Chase Presence in Audio

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The prototype

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What didn’t work? Gameplay experience — 2–4 weeks full-time work to polish and make more fun, less proof-of-concept • Player control • Heartbeat dynamics • Level block design • Visuals simplified for rendering

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What did work? Sophisticated technology • Player control — event-based, tweakable and extensible • Procedural generation — robust fuzzy inference system • Networking, strong groundwork laid • Rendering — deferred rendering tech — possibility to add advanced shader effects

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What did work? Art • Animation • Chase presence — worked well even though 2D • Colour palette — hints at the strong visual style Audio • Strong oriental identity • Layered approach — dynamically linked to the gameplay

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Future work Level block design — much more variety and interesting challenges Player control — iteration and polish on ‘feel’, push for ‘fast and fluid’ Heartbeat dynamics — again, work on ‘feel’ Rope physics! Tied to block design Cel-shading/stylisation render-side

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Demo Live multiplayer race

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Thank you! Questions?