16 October 2024

Concept Review - Team 10 (Portal nd Crypt of the NecroDancer)

Portal and Crypt of the NecroDancer

We chose these two games because of their relatively simple control schemes and because both of them have rich theming that allowed us to feel creatively to achieve a variety of ideas. Besides simple movement and pick up mechanics, Portal's main mechanic is to shoot two distinct portals that connect with one another when crossed. This mechanics allows for artistic expression in the real world as the iconography of the portals is extremely well known. Crypt's entire control scheme lies within directional controls that have to be timed to a beat. This makes the possibilities endless based on its simplicity, especially in making comparisons to traditional rhythm games. The actual portals themselves and the modernistic dystopian feel of the game motivated our ideas, along with the odd references to mundane objects between both games. For Crypt, the general dance gesture inspired many of our ideas alongside the crypt/dungeon iconography in the form of chests, graves, shovels, etc. Questions for Portal: How effective are our ideas at handling movement and basic controls? What design serves the game's theming best? Questions for Crypt: Are the designs too similar in terms of high concept and gestures? Which design serves the game's theming best?


Portal Sketches:



Crypt of the NecroDancer Sketches:

  

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