Extensive, full-featured Project Plan Document for ‘ONO’ (Ojisan no Origami). Meticulously maintained and edited throughout the life cycle of the project by myself.
Full-featured Game Design Document for ‘ONO’ (Ojisan no Origami)
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I’ve posted a few examples of my Kismet usage – I’ve used it for player tracking, cinematic setup with up to 10+ camera tracks, and bot scripting as well. Below are the examples, and anyone familiar with Kismet will see exactly what I was going for with these examples!
Tasked with creating a mission-based level, my design focused more on the story and cyclical progression of the player through the level to accomplish tasks and revisit certain parts of the area. In that, the ‘U District’ is a close, compacted area filled with places for the player to visit and gain information, close enough that revisiting an area isn’t a burden on the players’ time.
The level was designed in Google Sketchup, as it was primarily a pre-concept for a storytelling vehicle, with the level design catering to the needs of the player in context of the story progression.
In WaspsNest, my classmate Malcolm and I were challenged to design a map that would accommodate 18-20 players, and make it pop with some ‘wow’ factor. We took the tack of creating something claustrophobic, with tight passages for close combat, hidden passages for weapon refreshes, and a big, open centre area that allowed for high-powered gunfights, with the ever-present threat of the lava pit that kept the room well-lit.
My role on the project was pre-concept, then lighting, decoration, and paper map overview. The lighting scheme was to have Blue/Red bases designated by the lighting, allowing the player a visual cue that kept them in the game, even if the terrain was laid out to specifically cause chaos during the flag take/return portion of the game.
‘ONO (Ojiisan no Origami)’ was my final project with my group at Vancouver Film School. On ONO, I was the Project Manager, Story & Character designer, and a world texture artist.
With ONO, we were really trying to achieve a feel of ‘creation over destruction’, and instituted that through the background of the lead character, Oji, being an origami master in life, returned to find his missing grandson in North America. Through the use of origami shapes as navigational and interactive tools, the player makes their way through an alien, cardboard world to achieve their goals, using either simple keyboard or Xbox 360 controls.
ONO was important to me because it allowed me to not only manage a larger-scale project within a short timeline (we had 12 weeks to complete ONO), but it also gave me the opportunity to work with a group and negotiate story, gameplay, and art style into one cohesive package. My group and I worked long and hard on this title, and I am extremely proud of not only the game itself, and the groups’ work, but my own dedication to maintaining scope and vision throughout. I consider myself very lucky to have worked on a project that I can call a complete game, and one that I feel is bettered for the group ability to not only adhere to schedule and scope, but maintain a high level of quality throughout the production cycle.
Please, hit the link below, grab the game, and throw me some feedback! Looking forward to hearing from you,