PROJECT
Game ideation
For major Project, I worked in a group of three with Aquela Zefanya Soares and Celine Christabelle Patricia. Initially, we planned to create a game centered on a character questioning whether God truly exists in this world. However, Ms. Anis felt that although the concept was meaningful and compelling, it would be more appropriate as a personal project or a project outside the scope of this Major Project.
As a result, we decided to change our game's theme to how children deal with grief. Below is the FigJam board we used during our ideation process, where each team member contributed their individual research findings. We then combined our ideas, discussed potential concepts, and developed the initial story flow for the game.
FIGJAM IDEATRION LINK: https://www.figma.com/board/hulyOi8u7ZFn7DzvaiwqAe/Major-Project?node-id=0-1&t=DU40echlnaEfGTKL-1
Game lo-fi prototype
After deciding the flow, the game mechanism and after a lot of consultations, we finally try to make the lo-fi prototype for our game. We draw each of the frame one one by one, put it to figma and then create the interactions between frame to test the game mechanism. Here are some of the progress that we did for lo-fi prototype:
Fig 2.1 Lo-fi prototype
Proposal slidesWe also made our initial proposal slides for the presentation.
Fig 2.2 Proposal slides
After presentation and during developing the game lo-fi prototype, we consult with Ms.Anis about the flow and also game mechanic, so we revised our project several times based on Ms. Anis's feedback, and we also had consultation sessions with Mr. Razif to further improve it. We also conducted user testing and refined the project based on the users' feedback, which allow us to improve the experience.
Final gameplay prototype
To create the final game prototype, we divided the tasks among our team members. Celine was responsible for drawing and coloring all of the illustrations, while Ela and I worked on the Figma prototype. We imported the illustrations into Figma and added interactions for each frame. This is the final prototype of our game in Figma.
Final gameplay with audio + voice over
We decided to add voice-over, sound effects, and background music to make the gaming experience feel more immersive and realistic. I was responsible for handling the sound design and video editing process. Here are the video editing process using Adobe Premiere Pro and Adobe Audition to adjust and enhance the characters' voices.
Fig 2.7 Result (Final video gameplay + audio + voice over)
Final presentation slide
Fig 2.8 Final presentation slides
FEEDBACK
Week 1 (Ms.Noranis)
1.We consulted with Ms. Anis about our game idea. Initially, we wanted to create a game about someone questioning whether God exists in this world. However, Ms. Anis said that while the idea is good, it would be more suitable as a personal project or something outside of this major project.
2.Therefore, we presented our second idea, which is about how a child deals with grief, and Ms. Anis said this topic can be developed. She also gave us some game references, such as Raven Monologue, and Roger, suggesting that we could try playing the game and take inspiration from what works well in it.
3.She mentioned that the art style of the game is interesting and could serve as inspiration. Ms. Anis also emphasized that the aim of our game should be to make players emotional.
Week 2(Ms.Noranis)
Ms. Anis approved our idea with several suggestions:
1.Have more research on the art direction we want to apply based on our targeted audience
2.Create a demo of the most interesting part
3.Ask/consult Mr. Razif for audio guidance, as our game relies heavily on audio to convey the mood 4.Create a proposal and present the wireframe inside the proposal
Week 3
(Mr.Razif)
We consulted with Mr. Razif about our background music idea. We asked several questions, such as how to compose music and whether we could use stock music and AI generated music in our project. He told us that since we do not come from a music background and do not have the knowledge to create music ourselves, we are allowed to use those options as long as we are careful with copyright issues and properly credit the source.
(Ms.Anis)
What we need to fix:
1.we lack momentum → need to build up the momentum, no need to explain everything to the player, indicate that there is hope in the end, make contrast in each scene (from sad to happy, etc), t
he game has to be meaningful
2.Recs for the game:
a.Remove balap karung (sack race) and the household chores mechanics
b.Jumping in puddles
-Make the illustration of the MC sinks (so the ending would lead to the father saving the MC)
-Ending: mc tune the radio until the father’s voice becomes audible, then listens mother’s humming sound completely
3.Hide and seek: friends peeking then click quickly before they disappear (control: left click)
4.Bola bekel (bekel ball) show funeral flowers/woman silhouette
5.Sendok kelereng (marble and spoon race): the mother’s humming voice is the obstacle, MC would be unstable (physically and mentally), so player must stabilize to win the game The backsound would contain parts of the mother’s humming
6.Bakiak (clogs race): the mother’s voice is the obstacle → will disrupt mc’s momentum and the gameplay’s mechanic Humming sound will be played, though there would be some disruptions
7.Have a poetic message in the ending while the full humming sound is playing in the background
Week 4(Ms.Anis)
For the puddle point of view, take a little bit from and roger, change the angle of the puddle to make it more make sense. Put the mother frame and funeral flower in the center. The more he jumps the clearer it gets (frame and funeral flower) For the ending, maybe when father saves him, you can have male voice over, and then just a hand going in (father’s hand) “anakku wake up” You need to show sample of your illustrations during your proposal and make sure all of your art styles are the same and consistent Use “Petang puluh dina” for the main title and then use a subtitle below the title “40 Days of Grace”
Week 5(Ms.Anis)
1.Change the reflection for the cover, because it doesn’t look real.
2.The reflection must be like this (the face must be there) Put the title in the middle and don’t put it side by side (horizonally).
3.Arrange the title with one word per line. Make your branding.
4.Because the title is 40 days, make the 40 bigger and don’t make it the same with the other word (make it as an icon)
5.The artstyle can be mix and match, the background can use water color/ crayon and character can use more solid color
6.The character feels a bit too graphic design For mom and dad, You can crop their faces halfway, so their full faces don’t need to be shown.
7.For game script, you need to build your wording like syair/pantun for the javanese version
8.Next week must prepare wireframe and logo (for branding)
Week 6(Ms.Anis)
1.Figure out a style or element to make the main character pop
2.Explore the title that has Javanese Script
3.Continue on the cover later, focus on the UI and Game mechanism
4.Match the color and lighting between the character(s) and the background
5.Don't make the background static, work in layers
6.Work on the technical execution
7.Make a rough lofi, show the interaction, use figma to make the simple interface
8.Weave/connect the sequence with silhouette (to make it easier for the animation)
9.Make the blueprint of the house into a flowchart instead
Week 7
(Ms.Anis)
1.Add a gameplay tutorial before the players start the game on how to play the game mechanism.
2.Add a button underneath for the player guide, in case the players forgot how to play.
(Mr.Ronald)
You can put video for game scenes, just make sure the format is not for 4K video, but for the game engine.
Week 8
1.Shorten the Tutorial Text (For Hide and Seek).For Instance, Click the arrows in the screen to change place
2.Make sure when the click button is clicked, the father is not hiding anymore
3.Choose 1 type of interaction, Focus on Point and Click. Do not add keyboard actions
4.For Marble Spoon (Sendok Kelereng), Remove the scene where the father saves the child from drowning
a.Change the scene into just showing the hand, make it ambiguous
b.Show either (or both) the mother’s or father’s hand, but make them distinguishable For example, the mother’s hand could have bracelet, while the father’s hand has arm hair
c.When it is dark, make a faint voice of the father that gradually grows stronger before the boy opens his eyes
6.Change the target audience to teenager (13-19)
a.Else, Build Up the story stronger as for now it’s lacking of emotional depth
b.Suggestion, A Flashback of Toni when he’s adult to his childhood life
7.Can use the hugging scene so that players realize that at that moment his mom already passed away 8.Ending: "goodbye mom" then put the bola bekel on his mother’s grave ( it showcase that he accepted that his mother has passed away)
Week 9
No Feedback - Presentation Week
Week 10(Ms.Anis)
1.Consult with Mr. Razif and Mr. Ronald about the game transition and the mechanism to avoid confusion.
2.Mr. Ronald → about the game mechanism flow Mr. Razif → about the game humming flow Is the game doable in playcanvas/unity?
Week 11
1.For making the game, Unity has a collaborator function: Collaborator function (student account) → best to work not in the same scene
2.Bakiak Mechanism: Control becomes inverted gradually, sometimes its inverted sometimes its not (not straight away inversion), to show instability
3.Fix the story telling, for now it is still quite vague,
4.Radio slider Make the slider more prominent, thicker and boxier To make more sense of the game mechanism, it would be better if the control is using the Rod from the radio.
Week 13
Clarification on the previous feedback during Week 12
Week 14
No Feedback - Preparation for Final Presentation
REFLECTION
I am truly grateful that I was able to complete Major Project I successfully. Looking back, this project was one of the most challenging experiences I have had throughout my studies. There were a lot of times when I felt overwhelmed, and there were several weeks where I barely got enough sleep. Although it was physically and mentally exhausting, every challenge taught me something valuable. I am proud that we were able to overcome every challenge and completed our project well. Seeing our ideas gradually develop into a hi-fi prototype game made all the hard work worthwhile. I would like to say thank you to my amazing teammates for their helps and everything. Thank you, Ms. Anis and all of my friends, for the constructive feedback and continuous support throughout the project. Their suggestions, critiques, and encouragement are really helpful, it helps us identify areas for improvement and refine our game. Overall, Major Project I has been an unforgettable journey filled with challenges. I hope Major Project II will also go smoothly and successfully.
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