Monday 11 October 2010

Paradox Concept Art


Main area consists of the live view your playing
Small screen in the top left corner is what you were playing previously, showing where you were and what you were doing at the time
The top clock shows the time of which you were playing that sequence so you can co-ordinate moves
Bottom clock is your current time
Map shows your positioning at both time, preventing a paradox aka, you seeing yourself.

Saturday 9 October 2010

Game Outlines

Theme:            Futuristic Sci-Fi
Genre:            Puzzle
Core Aesthetics:  Fantasy and Escapism
Objective:        Collecting
Design:           Abstract Graphics

Sources of inspiration:

Brazil (1985) example of space and colour



Brazil (1985) concept of ordinary job becoming a dangerous one, once futuristic sci-fi is incorporated


City of Lost Children (1995) repetition and childlike qualities, possible source of inspiration for BioShock





BioShock (2008) a source of inspiration.  Though the overall concept of the game is slightly different to that of my game the design is something I wish to replicate, similarly with Brazil (1985) and City of Lost Children (1995).  I prefer the more British and European approaches to the Fantasy/Escapism genres, therefore will be looking more at this work then that of their American counterparts.