SlideShare a Scribd company logo
Ideation:
The idea for Alien Blast came from the classic arcade game, Whack-A-Mole, which was invented back in 1976 by a man called Aaron Fechter. The original game consists of a small
plastic hammer that you have to use on the arcade machine. On the machine, there are various holes spread out all over the surface, and when you player starts to play, small moles
pop their heads out at the player must whack the moles to get a score. We took this idea and turned it more into a digital mode and then went further to make the game our own, by
developing our own story. We had to think how it would stand out amongst other similar games. We came up with our story then thought about how we would start to produce the
game.
Pre-production:
In pre production, we had to think about what our aliens were going to look like, as we didnʼt have to worry about what the player looked like, as you never saw the avatar that you play
as. Some inspiration was the monster B.o.B from “Monsters vs Aliens” , I then went onto try start making some ideas for aliens, I started from scratch in photoshop and then showed
my results to the team, they thought they were good, but in later testing, when the aliens were put into our game, they were too long and didnʼt fit the planets holes, so Annabel then
went on to try create a more rounded alien.
We also designed some red aliens which were different from the green aliens, they could not be ʻWhackedʼ but had to be avoided, it was our own little twist on the game. We also had
to think of how eliminating all the aliens on one level would progress the story. The basic idea for our story was, aliens were invading. So we thought how we could keep this going on
for a while with other levels. In the end, our story was that the astronaut (The player) had been sent into space on a special mission to push back the impending alien invasion from
reaching earth. You must go from planet to planet, eradicating the alien threat on each planet, until the push the aliens our of our solar system.
Thinking of what to do for art, for each individual level would have been quite easy. The level would change, when you moved planet, and there would be a different theme for each
level. The background would have little animated stars in the background, just for some background art.
Production
Because of our well prepped pre production, we could move into production swiftly. We each had our own roles to do, Faye was to start working in game salad and start trying to get
the basics mechanics to work, Annabel was continuing to work on the art and design, I was finding sound effects and creating our own music to go over the top of the gameplay. We
progressed together, so Annabel would send art that she had made, to Faye, then Faye would put the art into game salad and then the game would start to slowly come together.
Thought the production we did have some problems in terms of programming, there were a few ares that Faye found hard to program and then resulted in some bugs. As Faye was
happy with what she had made, she had then asked me for the music, so I sent over the music I had made, and see put it into game salad in the appropriate places, and then added
some sound effects for when you had killed the aliens, and for various other things, such as losing the game or touching a red alien. We had looped the song, so the song would play
when the player played the game and then when the credits would role.
Post Production
For post production, we mostly concentrated on fixing some of the bugs, and even when we had fixed most the bugs, there were still parts of the game that were working, but we
thought we could make better, like the speed at which the aliens came out, the score you had to reach for the level, and how many red ones came out. It was towards the end when
Annabel had sent the pictures of the stars to Faye, then Faye added them in and made them animate. This just brings a good feeling to the game and gives in a better atmosphere.

More Related Content

PDF
Achilles Development Pipeline
DOCX
4. proposal
PPTX
Video Game Project - 3. research
PPTX
2. initial plans
PPTX
6. production reflection
PPTX
Days before the end
PPTX
Shiftlings - from GameJam to Consoles
DOCX
Q cards
Achilles Development Pipeline
4. proposal
Video Game Project - 3. research
2. initial plans
6. production reflection
Days before the end
Shiftlings - from GameJam to Consoles
Q cards

What's hot (18)

PDF
Hacks in video games
PPTX
PPTX
6. production reflection
PPTX
6. production reflection(1)
PPTX
3. Research
PDF
Flappy bird’s developer launched new games
PPTX
3. research
PPTX
video game research
PPTX
Level 3 Initial Plans FMP
PPTX
Video Game Production reflection
ODP
Your VR Experience Presentation
ODP
Your VR Experience (Oculus Presentation, Indiecade 2016)
PPTX
3. research (completed)
PPTX
Production Reflection
DOCX
Legend of Zelda
PPTX
3. research
PDF
Mr monocle – pipeline pdf
PPTX
2. initial plans
Hacks in video games
6. production reflection
6. production reflection(1)
3. Research
Flappy bird’s developer launched new games
3. research
video game research
Level 3 Initial Plans FMP
Video Game Production reflection
Your VR Experience Presentation
Your VR Experience (Oculus Presentation, Indiecade 2016)
3. research (completed)
Production Reflection
Legend of Zelda
3. research
Mr monocle – pipeline pdf
2. initial plans
Ad

Viewers also liked (19)

PDF
[Challenge:Future] Synthetic Edge
PPTX
Cchr and cat 10
PDF
Tfpagefurniture 130707100426-phpapp01
PPTX
How does your media product represent particular social groups?
PDF
Fatigue Analysis of Acetylene converter reactor
DOCX
Contexto social de xalacapan
PDF
The lay magistracy composition and recruitment campaign
PPTX
Why to be a magistrate
PPTX
Need for speed marketing campaign
PPTX
Final powerpoint
PDF
PPTX
Artorias fmp presentation
PDF
Desafio trimestral 2ºs
PDF
Pre 0005 simplificacion_fracciones
PPTX
APSA 2012 members insight survey - results final
PPT
LA CLONACIÓ
PPSX
Live united
[Challenge:Future] Synthetic Edge
Cchr and cat 10
Tfpagefurniture 130707100426-phpapp01
How does your media product represent particular social groups?
Fatigue Analysis of Acetylene converter reactor
Contexto social de xalacapan
The lay magistracy composition and recruitment campaign
Why to be a magistrate
Need for speed marketing campaign
Final powerpoint
Artorias fmp presentation
Desafio trimestral 2ºs
Pre 0005 simplificacion_fracciones
APSA 2012 members insight survey - results final
LA CLONACIÓ
Live united
Ad

Similar to Alien blast pipeline (20)

DOCX
Workflow
PDF
1 page pitch pdf
PDF
My game development pipeline
PPTX
6. production reflection(1)
DOCX
Y1 gd level_designworkflow
PDF
First impact making of ‘pipeline’
PDF
Squidiverse Production Pipeline
PPTX
Initial Plans
PPTX
7. evaluation
DOCX
Work flow
DOCX
First impact making of 'pipeline'
DOCX
Y1 gd level_designworkflow
DOCX
Documentation
PPTX
6. production reflection
PPTX
1. initial plans(2)[1]
PPTX
1. initial plans(2)[1]
PPTX
3. Pre-Production (1) (3).pptx
DOCX
Documentation of my 2D game
PPTX
5. pre production
PPTX
2. initial plans
Workflow
1 page pitch pdf
My game development pipeline
6. production reflection(1)
Y1 gd level_designworkflow
First impact making of ‘pipeline’
Squidiverse Production Pipeline
Initial Plans
7. evaluation
Work flow
First impact making of 'pipeline'
Y1 gd level_designworkflow
Documentation
6. production reflection
1. initial plans(2)[1]
1. initial plans(2)[1]
3. Pre-Production (1) (3).pptx
Documentation of my 2D game
5. pre production
2. initial plans

More from James Curran (20)

PPTX
Graphics design
DOCX
Annabels miley cyrus
DOCX
Mag ownership
DOCX
History of film magazines
PDF
Tfpagefurniture 130707100426-phpapp01
PDF
Lwlpagefurniture 130707100558-phpapp02
PPTX
Peanuts stuff
PDF
Dogeball animation storybored
PDF
3 photos pdf
PDF
Marketing meeting
PDF
Game physics
PDF
Southpark t shirts
PDF
Marketing meeting
PDF
Three gpu's pdf
PDF
Audio, gustavo
PDF
Visual assests for gamesalad pdf
PDF
Digital flowchart complete pdf
PDF
Digital flowchart complete pdf
PDF
Finish process
DOCX
Codes and conventions of a genre
Graphics design
Annabels miley cyrus
Mag ownership
History of film magazines
Tfpagefurniture 130707100426-phpapp01
Lwlpagefurniture 130707100558-phpapp02
Peanuts stuff
Dogeball animation storybored
3 photos pdf
Marketing meeting
Game physics
Southpark t shirts
Marketing meeting
Three gpu's pdf
Audio, gustavo
Visual assests for gamesalad pdf
Digital flowchart complete pdf
Digital flowchart complete pdf
Finish process
Codes and conventions of a genre

Recently uploaded (20)

PPTX
Special finishes, classification and types, explanation
PPT
WHY_R12 Uaafafafpgradeaffafafafaffff.ppt
PPTX
Media And Information Literacy for Grade 12
PDF
Interior Structure and Construction A1 NGYANQI
PPTX
Entrepreneur intro, origin, process, method
PPTX
BSCS lesson 3.pptxnbbjbb mnbkjbkbbkbbkjb
PPT
Machine printing techniques and plangi dyeing
PPTX
12. Community Pharmacy and How to organize it
PPT
pump pump is a mechanism that is used to transfer a liquid from one place to ...
PPTX
Tenders & Contracts Works _ Services Afzal.pptx
PPTX
LITERATURE CASE STUDY DESIGN SEMESTER 5.pptx
PDF
Quality Control Management for RMG, Level- 4, Certificate
PDF
Emailing DDDX-MBCaEiB.pdf DDD_Europe_2022_Intro_to_Context_Mapping_pdf-165590...
PDF
GREEN BUILDING MATERIALS FOR SUISTAINABLE ARCHITECTURE AND BUILDING STUDY
DOCX
actividad 20% informatica microsoft project
PDF
YOW2022-BNE-MinimalViableArchitecture.pdf
PDF
The Advantages of Working With a Design-Build Studio
PPTX
YV PROFILE PROJECTS PROFILE PRES. DESIGN
PPTX
DOC-20250430-WA0014._20250714_235747_0000.pptx
PDF
Design Thinking - Module 1 - Introduction To Design Thinking - Dr. Rohan Dasg...
Special finishes, classification and types, explanation
WHY_R12 Uaafafafpgradeaffafafafaffff.ppt
Media And Information Literacy for Grade 12
Interior Structure and Construction A1 NGYANQI
Entrepreneur intro, origin, process, method
BSCS lesson 3.pptxnbbjbb mnbkjbkbbkbbkjb
Machine printing techniques and plangi dyeing
12. Community Pharmacy and How to organize it
pump pump is a mechanism that is used to transfer a liquid from one place to ...
Tenders & Contracts Works _ Services Afzal.pptx
LITERATURE CASE STUDY DESIGN SEMESTER 5.pptx
Quality Control Management for RMG, Level- 4, Certificate
Emailing DDDX-MBCaEiB.pdf DDD_Europe_2022_Intro_to_Context_Mapping_pdf-165590...
GREEN BUILDING MATERIALS FOR SUISTAINABLE ARCHITECTURE AND BUILDING STUDY
actividad 20% informatica microsoft project
YOW2022-BNE-MinimalViableArchitecture.pdf
The Advantages of Working With a Design-Build Studio
YV PROFILE PROJECTS PROFILE PRES. DESIGN
DOC-20250430-WA0014._20250714_235747_0000.pptx
Design Thinking - Module 1 - Introduction To Design Thinking - Dr. Rohan Dasg...

Alien blast pipeline

  • 1. Ideation: The idea for Alien Blast came from the classic arcade game, Whack-A-Mole, which was invented back in 1976 by a man called Aaron Fechter. The original game consists of a small plastic hammer that you have to use on the arcade machine. On the machine, there are various holes spread out all over the surface, and when you player starts to play, small moles pop their heads out at the player must whack the moles to get a score. We took this idea and turned it more into a digital mode and then went further to make the game our own, by developing our own story. We had to think how it would stand out amongst other similar games. We came up with our story then thought about how we would start to produce the game. Pre-production: In pre production, we had to think about what our aliens were going to look like, as we didnʼt have to worry about what the player looked like, as you never saw the avatar that you play as. Some inspiration was the monster B.o.B from “Monsters vs Aliens” , I then went onto try start making some ideas for aliens, I started from scratch in photoshop and then showed my results to the team, they thought they were good, but in later testing, when the aliens were put into our game, they were too long and didnʼt fit the planets holes, so Annabel then went on to try create a more rounded alien. We also designed some red aliens which were different from the green aliens, they could not be ʻWhackedʼ but had to be avoided, it was our own little twist on the game. We also had to think of how eliminating all the aliens on one level would progress the story. The basic idea for our story was, aliens were invading. So we thought how we could keep this going on for a while with other levels. In the end, our story was that the astronaut (The player) had been sent into space on a special mission to push back the impending alien invasion from reaching earth. You must go from planet to planet, eradicating the alien threat on each planet, until the push the aliens our of our solar system. Thinking of what to do for art, for each individual level would have been quite easy. The level would change, when you moved planet, and there would be a different theme for each level. The background would have little animated stars in the background, just for some background art.
  • 2. Production Because of our well prepped pre production, we could move into production swiftly. We each had our own roles to do, Faye was to start working in game salad and start trying to get the basics mechanics to work, Annabel was continuing to work on the art and design, I was finding sound effects and creating our own music to go over the top of the gameplay. We progressed together, so Annabel would send art that she had made, to Faye, then Faye would put the art into game salad and then the game would start to slowly come together. Thought the production we did have some problems in terms of programming, there were a few ares that Faye found hard to program and then resulted in some bugs. As Faye was happy with what she had made, she had then asked me for the music, so I sent over the music I had made, and see put it into game salad in the appropriate places, and then added some sound effects for when you had killed the aliens, and for various other things, such as losing the game or touching a red alien. We had looped the song, so the song would play when the player played the game and then when the credits would role. Post Production For post production, we mostly concentrated on fixing some of the bugs, and even when we had fixed most the bugs, there were still parts of the game that were working, but we thought we could make better, like the speed at which the aliens came out, the score you had to reach for the level, and how many red ones came out. It was towards the end when Annabel had sent the pictures of the stars to Faye, then Faye added them in and made them animate. This just brings a good feeling to the game and gives in a better atmosphere.