SlideShare a Scribd company logo
IDEATION
The main idea for our game came about after some
research on the internet. we discovered a site
www.stickpage.com that incorporated stickmen into all of
their concepts, these included artwork, games and short
animations. This inspired us to base our character design
on stick figure.
Over further research on Stick-page and various other
stickman incorporated games we realised we needed an
antagonist character or characters in our game. At this
point we did not know who our protagonist or main
character would be but we decided to go with ninjas as
our villain. We stuck with the ninjas once we had further
developed the idea of the game and decided it would be
an endless runner, because ninjas are know to attack in
groups or packs and it would be an easy character to
spawn multiple time. As well as this we had formed ideas
on what weapons the character would have, and being
ninjas they would equipped ninja stars that will fire at the
main character.
We now needed a character/ protagonist who would separate from the ninjas/ villains.
Once we had the concept of our game being a mission to wipeout a warehouse full of
ninjas we decided our main character would be
an agent assigned to wipe out the ninjas.
PRE-PRODUCTION
We produced various sketches of each character that
would then be developed further. As a team we then
began to translate our developed initial ideas into the
video game medium. We started to decided where we
would set the game and what pieces of scenery or objects
we would chose to include in our game.
Further sketches and artwork was produced to expand
our platform and begin to build a game using the concepts
we had developed.
PRODUCTION
During the production process we began to build the game. The programming started
to be more complex and we work toward a final game. We all worked on our separate
roles as programmer, artist and sound design together to design what was necessary
in order to create a fun, playable game were people wouldn’t get bored, we used our
MoSCoW method grid and uploaded it when we completed the major components of
the game which were shooting, ninjas etc etc, we then split our roles for the little
graphics and background, and coding the game. the entire process took us about 3
weeks to create the game because we had so many graphics to create and so many
codes to be placed in game salad for our game, at the same time we were trying to
find a soundtrack which would motivate the player playing the game.
POST-PRODUCTION
The post production process became the longest period of development, we kept
finding glitches in our game and got confused on how to fix them, this is when the beta
test took place for other people to play our video game, we had problems with the
bullets and that they were spam-able, so you could just hold down the space key and
it would just keep firing, but once we fixed this we got our game onto game salad, at
first the music was playing up and this is because the browser we used was safari and
it would not let us upload sounds so once we had changed browsers, we let our game
testers come in and play it, there were only one or two minor problems with our game
which were easily fixed, our overall feedback was positive as well.
POSTMORTEM
Once our game had been published, we got a few reviews some of them were positive
and some were a bit negative, mainly the positives were from boy’s that play games
quite a lot, the others were social gamers who don’t really play games that much and
they didn’t find it enjoyable. We had a few girls who played our game as well and they
enjoyed the game and said it was addictive and that they would happily purchase the
game.

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Ninja rush pipeline

  • 1. IDEATION The main idea for our game came about after some research on the internet. we discovered a site www.stickpage.com that incorporated stickmen into all of their concepts, these included artwork, games and short animations. This inspired us to base our character design on stick figure. Over further research on Stick-page and various other stickman incorporated games we realised we needed an antagonist character or characters in our game. At this point we did not know who our protagonist or main character would be but we decided to go with ninjas as our villain. We stuck with the ninjas once we had further developed the idea of the game and decided it would be an endless runner, because ninjas are know to attack in groups or packs and it would be an easy character to spawn multiple time. As well as this we had formed ideas on what weapons the character would have, and being ninjas they would equipped ninja stars that will fire at the main character. We now needed a character/ protagonist who would separate from the ninjas/ villains. Once we had the concept of our game being a mission to wipeout a warehouse full of ninjas we decided our main character would be an agent assigned to wipe out the ninjas.
  • 2. PRE-PRODUCTION We produced various sketches of each character that would then be developed further. As a team we then began to translate our developed initial ideas into the video game medium. We started to decided where we would set the game and what pieces of scenery or objects we would chose to include in our game. Further sketches and artwork was produced to expand our platform and begin to build a game using the concepts we had developed.
  • 3. PRODUCTION During the production process we began to build the game. The programming started to be more complex and we work toward a final game. We all worked on our separate roles as programmer, artist and sound design together to design what was necessary in order to create a fun, playable game were people wouldn’t get bored, we used our MoSCoW method grid and uploaded it when we completed the major components of the game which were shooting, ninjas etc etc, we then split our roles for the little graphics and background, and coding the game. the entire process took us about 3 weeks to create the game because we had so many graphics to create and so many codes to be placed in game salad for our game, at the same time we were trying to find a soundtrack which would motivate the player playing the game.
  • 4. POST-PRODUCTION The post production process became the longest period of development, we kept finding glitches in our game and got confused on how to fix them, this is when the beta test took place for other people to play our video game, we had problems with the bullets and that they were spam-able, so you could just hold down the space key and it would just keep firing, but once we fixed this we got our game onto game salad, at first the music was playing up and this is because the browser we used was safari and it would not let us upload sounds so once we had changed browsers, we let our game testers come in and play it, there were only one or two minor problems with our game which were easily fixed, our overall feedback was positive as well.
  • 5. POSTMORTEM Once our game had been published, we got a few reviews some of them were positive and some were a bit negative, mainly the positives were from boy’s that play games quite a lot, the others were social gamers who don’t really play games that much and they didn’t find it enjoyable. We had a few girls who played our game as well and they enjoyed the game and said it was addictive and that they would happily purchase the game.