Text of Stick Ninja. a game idea and conceptual design by Cody Sawatsky
Slide 1
Stick Ninja. a game idea and conceptual design by Cody
Sawatsky.
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Stick Ninja by Cody Sawatsky Overview. Stick Ninja. Persuasive
Purpose - Remember when you were young and would doodle inside your
notebooks at school? Wouldnt it be awesome if those drawings came
to life??
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Stick Ninja by Cody Sawatsky Overview. Stick Ninja. Industrial
Design -> All art is done in sketch fashion
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Stick Ninja by Cody Sawatsky User Description. Anyone willing
to spend a couple minutes playing games, not intended as a
long-form game People who would draw in their books at school, so
anyone with an active imagination. Comfortable with Video Games and
Digital Media Likely in the 10-35 age range Enjoy playing games as
entertainment
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Stick Ninja by Cody Sawatsky Description of Gameplay Mechanics
Each Level has one Boss/Enemy/Inhabitant Multiple encounters with
that enemy (~3) During fights, the player gets clues as to what the
Enemys weakness is Player searches level for the item, uses it on
Enemy in next encounter After Enemy is defeated, Player advances to
next level
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Stick Ninja by Cody Sawatsky Storyboard.
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Stick Ninja by Cody Sawatsky Prototype. Would lend itself to
paper prototype, as it is based on paper anyway 2D Side Scrolling
Adventure Platformer Turn-Based Combat Very Simple, maintains
whimsical motif
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Stick Ninja by Cody Sawatsky Features + Functionality. One
enemy per level (Shadow of the Colossus style) Each level has a
distinct art style (look+feel) As if the main character were
traveling through the different notebooks in a classroom. Weapons,
Power ups, and Enemies are consistent with the level
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Stick Ninja by Cody Sawatsky Justifications for Design.
Emphasis on Exploration Few, but unique enemies makes encounters
more meaningful, and gives the enemies more gravitas allows player
to interact more with and appreciate the environment
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Stick Ninja by Cody Sawatsky Justifications for Design. Each
level being visually different Differentiates levels, making the
game that is decidedly plain, more aesthetically interesting Gives
a feeling of imagination to an environment that almost everyone is
familiar with, lined paper. Going for a simple art style allows us
to concentrate on gameplay and polish, as opposed to fighting with
graphics
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Stick Ninja by Cody Sawatsky User Testing. As per the course,
we will be paper prototyping and testing on no fewer than 3
participants. When we advance to the digital prototype phase, we
will have at least 5 people play test. Of course, we will be
playtesting and refining throughout the development process
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Stick Ninja by Cody Sawatsky Shortcomings of Design. Some users
may find the lack of combat boring. Design may not appeal to
everyone May be too whimsical/imaginative could be difficult to get
animation right Requires a high amount of artistic input
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Stick Ninja by Cody Sawatsky Possibilities for expansion.
Different characters with different abilities More Mature elements
(Guns, blood, etc...) Themes based on school classes (Biology,
Chem, English, etc...) User-designed levels (LittleBigPlanet)
Character Creation tools???
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Stick Ninja by Cody Sawatsky Next Steps. Select team, and
evaluate artistic talent Finalize Character design(s) and paper
prototype a level Decide on Engine (Power Game Factory, Torque,
XNA) Rough playable prototype soon, and commence playtesting asap
-> ITERATE Would like to develop using XNA framework submission
to Xbox Live
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Stick Ninja by Cody Sawatsky Summary. 2D Sidescrolling
Adventure/Platformer Exploring unique, artistically intriguing
levels Turn based combat with the inhabitant of that level
Simplicity of art allows us freedom Not tied to one style Will be
able to prototype early and focus on gameplay