- Andrew Ho - Writing/Team Management
- Ning Song - Programming
- Andrew Brausuell - Programming
- Danielle Arabov - Art
- Rose Peng - Art
Our game focuses on the difference of perception between people. The
main character runs through the level collecting eyes and uses them to
see the world through that persons perspective. By changing out the
eyes, there are drastic changes to the level. If you put in the
gardeners eye, the design changes to a painting type of art style. Even
though the level itself is the same place, different parts are
illuminated and new areas are unlocked. By putting in the architects
eye the level changes to a blue print art style and a new type of
system for going through the level is unlocked.
The game play will be a platformer mixed with a puzzle. During the first section/level, you can only use one eye, and by mastering that perspective another one is unlocked. In the next level you will be able to use the new perspective as well as the old one to solve the platformer puzzle. With each mastered perspective another one is unlocked, and another perspective is opened up to the player. By the end of the game, the character will be able to see all the perspectives at once and be a fully understanding person.
Because the perception of the player changes according to which eyeball is 'equipped' at the moment, we plan to vary our art style accordingly. While the world will appear quite dull and featureless at first, the level design will change according to which eyeball is put in. As mentioned above, putting in the gardener's eyeball will change the level to look very arboreal and green with leaves, vines and flowers everywhere, while the architect's eyeball will make the level appear to look like a building blueprint. Our artists will find examples of these different art styles and use them to bring unique aesthetic qualities to each perspective of the level(s).
Our group has done limited prototyping with this game concept so far, as many of our meetings have consisted of brainstorming sessions to have our idea down before moving to the prototype phase. However, a prototype plan is in the works and will soon be implemented to get feedback on the gameplay concepts in our game.
Figure 1. Team Rose in our first brainstorming session
Figure 2. Rough concept of player avatar, how eyeballs will be equipped.
Figure 3. Default background style without any new eyeballs, bleak with mostly shades of grey.
Figure 4. Gardener's perspective, a much brighter color palette and more flora in the scenery.
Figure 5. Architect's perspective, where every shape and object looks like it was measured out and planned, with the lines still visible