My Game Design Document.
My Project Management Document, containing my risk assessment.
The research report for this game.
Screenshot of my brainstorming documentation. I used Milanote, because it's an endlessly-expanding digital whiteboard that's perfect for mindmapping.
Link:
https://app.milanote.com/1QdBb41SJ8Bq9U/the-lost?p=xHyCS38Kf5L
These are some of the images that I found whilst doing research on document design. I struggled to find anything that fit the pre-Christian Germanic theme, so I've had to lean into the Nordic aesthetic instead.
(Hemenover & Bowman, 2017)
video games have become complex emotional experiences in the last decade or two
increasingly, games are designed with a specific emotional response in mind and feature moral dilemmas as part of the storyline
action games can improve the cognitive functions necessary for emotional regulation, e.g. working memory, problem-solving
open-world games are an opportunity for players to choose which emotion-affecting stimuli to interact with
can meet their own emotional needs
also a way of escaping from distressing emotions in the real world
strong emotions drive players to engage in different types of games, based on their expectation of the experience
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(Schmeichel & Demaree, 2010)
people with higher working memory capacity are better at regulating their own emotions, especially when those emotions are negative or borne out of negative experiences
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(Răzman, 2021)
digital media has become a part of the mourning process
games can be a way of expressing grief
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(Harrer, 2018)
video games can be used in expressive art therapy
can help with processing complex emotions
players invest effort into games, which makes them a target for emotional projection
allows players to add their own meaning from games in ways that fit their personal needs
game designers can create motivations for caring by designing scenarios that play into the natural emotional tendencies of intended players e.g. a mother badger and dependent cubs, in a game made for human mothers.
in other words, designers need to consider why the player should be invested before trying to simulate loss effectively
can use "gender markers" to imply the nature of the relationship between characters
allows for emotional projection, especially if the game space is more ambiguous - i.e. a specific response is not forced onto the player
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(Kübler-Ross, 1969)
5 stages of grief
denial, anger, bargaining, depression, acceptance
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(Ryan & Deci, 2000)
having autonomy helps people to engage more emotionally in a task or social condition
increases motivation
being restricted can foster listlessness and apathy
in order for a reward to be effective and motivating (e.g. winning a game), the person must feel as though they have achieved it of their own volition
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(Tanenbaum & Tanenbaum, 2009)
"It’s our job [as game designers] to build worlds in which players can live a story of their own creation" (Adams, 1999, as cited in...)
player agency doesn't have to just be about making choices that matter narratively, but about expressing oneself
this increases emotional engagement in the game, which is central to using games as a platform for dealing with loss
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(Church, 2022)
games elicit emotional non-optional responses that are not agreed on prior to playing
this response will vary from player to player, and are hard to regulate
the designer/s must consider the "ethical agency" of players, as well as identifying the appropriate maturity level of the target audience, and acknowledge and minimise potential harm
i.e. recognising that an emotionally-charged game about grief and loss may not be appropriate for someone who is unable to separate the game from reality, or who is unwilling to engage with potentially distressing content
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(Sicart, 2011)
players are not "passive moral creatures" who can be easily influenced by the moral dilemmas present in video games
whether or not a game is appropriate depends on the player's maturity - emotionally and morally
players have individual cultural and moral backgrounds, which needs to be considered
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References:
Church, B. (2022, July 7). Computer Game Design: A Code of Ethics. Proceedings of the Wellington Faculty of Engineering Ethics and Sustainability Symposium. https://ojs.victoria.ac.nz/wfeess/article/view/7641
Harrer, S. (2018). Games and Bereavement. In Media Studies. Transcript Verlag. https://doi.org/10.14361/9783839444153
Hemenover, S. H., & Bowman, N. D. (2018). Video games, emotion, and emotion regulation: Expanding the scope. Annals of the International Communication Association, 42(2), 125–143. https://doi.org/10.1080/23808985.2018.1442239
Kübler-Ross, E. (1969). On Death and Dying. Routledge. https://doi.org/10.4324/9780203010495
Răzman, D. C. (2021). PRESS “F” TO PAY RESPECTS: Grief and memorialization in video games [Masters’ Thesis]. https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1576335&dswid=5719
Ryan, R. M., & Deci, E. L. (2000). Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Schmeichel, B. J., & Demaree, H. A. (2010). Working memory capacity and spontaneous emotion regulation: High capacity predicts self-enhancement in response to negative feedback. Emotion, 10(5), 739–744. https://doi.org/10.1037/a0019355
Sicart, M. (2011). The Ethics of Computer Games. In Google Books. MIT Press. https://books.google.com.au/books?id=bO6LK2wYNXMC&dq=ethics+of+loss+in+games&lr=&source=gbs_navlinks_s
Tanenbaum, K., & Tanenbaum, T. J. (2009, December 12). Commitment to meaning: A reframing of agency in games. Escholarship.org. https://escholarship.org/uc/item/6f49r74n
1. This is a sketch of how the village could be laid out. The green blobs are trees and large foliage, whilst the boxes are houses and the black scratches indicate blockages along the paths.
2. I modelled these cottages in Blender to put together a greybox level. The mannequin is for scale.
3. A short clip showing the greybox level. I downloaded a few different tree models from SketchFab, and applied a basic material to everything.
4. In preparation for user testing, I added in the textures which came with the greybox assets (I have not gotten to the point of adding in Megascans). I also watched WorldofLevelDesign's (2021) tutorial on creating overcast, dismal lighting to give the scene a more somber feel.
5. I created a boundary using simple planes with colliders attached. I then flipped these around to make them invisible to players, as deleting the static mesh altogether apparently also deleted the collider.
6. I chose to use the fire particle effect that comes with the Starter Content pack, as it looks nice and is simply click-and-drag to implement.
7. This cottage is made up of several assets from a Megascans pack. I converted it into a static mesh to save time and added a simple collider.
References:
WorldofLevelDesign. (2021, October 30). UE4: Create Overcast Day Lighting with Sky Atmosphere [Video]. YouTube. https://www.youtube.com/watch?v=IHri2NgYQ7Y&t=951s&ab_channel=WorldofLevelDesign
1. My inspiration for this project came, initially, from the Netflix series Barbarians II. These are some images I found to show the general style and concept.
2. This is my primary moodboard. I like the gloomy, foreboding atmosphere in these images, especially with the fires and destruction that I am aiming to replicate.
3. Thanks to EZ Unreal's short tutorial (2023), I was able to use landscape material layers to vary the textures on the ground. I have mossy ground, leaf litter and scorched earth all together now, instead of a single material for the whole thing.
4. I sculpted this menu totem using NomadSculpt, and then imported it to Blender.
(Abbitt, 2020) - AO
(3Dnot2D, 2023) - Normal
5. These are the tutorials I followed to bake Normal and Ambient Occlusion maps in Blender.
6. I got this Roman helmet from SketchFab (Galindo, 2018). It's a little high-poly, but it's very good quality.
7. This is the helmet after I added bloodstains by making some adjustments to the maps. I used Substance Painter for this.
8. I also downloaded this sword model from SketchFab (Karmanov, 2023). It would've been nicer if the sword were shattered into pieces, but it still works for my project.
9. I watched this video (Alireza, 2022) to learn how to make and use decals in Unreal Engine. I plan to use bloodstain decals from Quixel Bridge to add to the storytelling in my project.
10. I managed to get this crow toy, also from SketchFab (Semenov, 2017), but the textures did not apply correctly and I had to replace it with something else.
11. This is the model I chose instead. It is from Quixel Bridge, which was convenient.
12. Using Substance Painter, I was able to put some bloodstains on the moose toy.
13. I started putting some more decorative Megascans, such as bushes and bloodstain decals, into the scene to bring it to life.
References:
3Dnot2D. (2023, June 13). Transfer HIGH POLY details to LOW POLY object in Blender [Video]. YouTube. https://www.youtube.com/watch?v=l8xrSgyfEHs&t=502s&ab_channel=3Dnot2D
Abbitt, G. (2020, January 1). Realistic Low Poly Rocks | Beginners Baking | part 4 | Cavity Maps | Blender 2.8 [Video]. YouTube. https://www.youtube.com/watch?v=MoNWG2CspVQ&ab_channel=GrantAbbitt
EZ Unreal. (2023, January 2). How to Paint Landscape with Megascans Materials in Unreal Engine 5 [Video]. YouTube. https://www.youtube.com/watch?v=eW0iLoO6QrM&ab_channel=EZUnreal
Galindo, A. (2018, March 17). Roman Legionnaire Helmet. SketchFab. https://sketchfab.com/3d-models/roman-legionnaire-helmet-608c6fdd20174b7b8c77ac585042664c
Karmanov, D. (2023, April 27). Broken Antique Sword. SketchFab. https://sketchfab.com/3d-models/broken-antique-sword-6843eef4b02c46c8bf2524a0c0553b09
Semenov, S. (2017, October 1). Crow Toy. SketchFab. https://sketchfab.com/3d-models/crow-toy-c6efada51a1d4721b4bee0bdaabdc276
Unreal ART with Alireza. (2022, September 28). How to use decals in Unreal Engine 5 - Micro Tutorial for Beginners [Video]. YouTube. https://www.youtube.com/watch?v=4sJ9wqYVq4U&ab_channel=UnrealARTWithAlireza
1. These are some of the initial sketches I did to figure out how I wanted to handle the UI for this game. Menus were meant to be 3D totems to fit with the realistic aesthetic, but I've realised that's out of scope for now so I'll probably go with 2D UI, similar to that of Skyrim.
2. This is how I want the exit confirmation screen to look. Again, it was planned to be 3D, but I will likely adapt it to 2D.
3. Some sketches of how the interact prompt could look. I really like the idea of it being a runestone with the letter E carved onto it.
4. I created this start menu mock-up to get a feel for how UI works in Unreal Engine.
5. The start menu now works. The Settings button is greyed out because there is no settings page yet.
6. This is the video I watched to learn how to make the start menu (Aspland, 2022).
7. I also got the pause menu working by following another of Aspland's tutorials (Aspland, 2021a). The quit options shouldn't be visible before the player clicks 'quit', but I'm fairly sure it's just an Editor bug and not something to do with my code.
UPDATE: it is an issue with the code, but I'm not sure what.
9. I made this interact prompt by sculpting a runestone, rendering it in Unreal Engine, and then turning it into a PNG to use as a UI sprite.
10. This is the start menu. It's not completely polished at this stage, but it's much better than the greybox. I'm so pleased I'm getting to have 3D UI like I planned.
UPDATE: I've had to remove the settings page altogether due to time constraints.
Fonts:
Title - (Mofr24, n.d.) https://www.1001fonts.com/cunigund-font.html
Text - (ocsstudio, n.d.) https://www.1001fonts.com/scratchedman-font.html
11. This is how the upgraded UI looks. The glow effect could've been better, the 3D-looking runes are nice.
12. This is my credits screen. I wanted to give Jake a mention as well, because he's helped me so much, but he wasn't officially working on this game. I got his permission to put his name down as 'assistant programmer'.
13. This is the pause menu. I would've liked for it to be 3D as well, but I just didn't get time. The buttons change colour on hover to give the player some feedback. I followed a tutorial by Cast To (2021).
References:
Aspland, M. (2021a, February 15). How To Create A Pause Menu | New And Improved - Unreal Engine 4 Tutorial [Video]. YouTube. https://www.youtube.com/watch?v=Bck480UHKq8
Aspland, M. (2022). How To Create A Main Menu System In Unreal Engine 4 | UE4 Tutorial [Video]. YouTube. https://www.youtube.com/watch?v=oIytjMKNYbU
Cast To. (2021, November 13). How to change color of text in the menu item, when you hover the mouse (Unreal Engine) [Video]. YouTube. https://www.youtube.com/watch?v=T7zKcPPkqyg
Mofr24. (n.d.). Cunigund Font Family. 1001Fonts. https://www.1001fonts.com/cunigund-font.html
ocsstudio. (n.d.). Scratchedman Font. 1001Fonts. https://www.1001fonts.com/scratchedman-font.html
1. I found an example of background music on YouTube. The first two minutes are perfect, but unfortunately the song is copyrighted (Gunnarsson and Sigurboði, 2020).
2. Using Audacity, I was able to create a loop from the song Harmkvæði. This will only be used for user testing - I plan to reach out to Audio students for a proper commission after I've gotten some player feedback.
3. This is a demonstration of the loop playing in my project. I followed Gorka Games' (2023) tutorial to learn how.
4. This is the script that plays the background music. It was deceptively simple to do, and should allow me to fade out the music when the item sounds play.
UPDATE: reworked this to allow music to play across scenes.
5. This is the new code for the background music. I watched another tutorial by Aspland (2021b) for this.
6. Demonstration of music playing across scenes.
7. I combined two tracks, both of which I sourced from Pixabay (Johnson, 2022; Pixabay, 2023) to create a clanging sound. It will play when the sword item is picked up.
8. This is the final track that I will be using for the background music. I sourced it from FreeStockMusic.com (Arnold, n.d.).
9. This is a demonstration of the footsteps sound effect I added. I got the original from Pixabay (Nox-Sound, 2020) and chopped it up into individual steps using Audacity.
10. I recorded some UI feedback sounds by knocking on the most solid wooden surface I could find, and then cleaning them up in Audacity. This is how they sound in-game.
References:
Arnold, J. A. (n.d.) Elegy For A Family. FreeStockMusic.com. https://www.free-stock-music.com/justin-allan-arnold-elegy-for-a-family.html
Aspland, M. (2021b). How To Play Audio Between Levels | Music Across Level Transitions - Unreal Engine 4 Tutorial [Video]. YouTube. https://www.youtube.com/watch?v=M5RnDBNnjx4&ab_channel=MattAspland
Gorka Games. (2023). How to Play Background Music in a Loop in Unreal Engine 5 [Video]. YouTube. https://www.youtube.com/watch?v=1JelVc00qFQ&ab_channel=GorkaGames
Gunnarsson, G., & Sigurboði. (2020). Harmkvæði [MP3]. Gísli Gunnarsson
Johnson, S. F. (2022, February 2). After the Battle. Pixabay. https://pixabay.com/sound-effects/after-the-battle-16209/
Pixabay. (2023, June 3). Sound Design Sword Clanging edited. Pixabay. https://pixabay.com/sound-effects/sound-design-sword-clanging-edited-73693/
Nox-Sound. (2020, August 14). Footsteps_Boots_Gritty_Ground_(Gravel).wav. Pixabay. https://freesound.org/people/Nox_Sound/sounds/530589/
1. This is the code I created to allow the player to pick up and inspect the items. However, it doesn't work as expected and I lack the experience to figure out why.
2. This is the video that I followed to write that code (Aspland, 2021c). I'm a little disappointed that it doesn't work for me, as Aspland's tutorials are generally fantastic and easy to follow.
3. After much intense struggling, I have finally managed to get code working that allows the player to pick up and inspect an item. I followed Gorka Games' 2022 tutorial for this.
4. I quickly found that the code I had created to interact with items only worked if it was the only inspectable item in the scene. This led to weeks of frustration where I couldn't figure out a way to make multiple items inspectable. Eventually, Jake helped me identify the problem and come up with a solution. It's probably not the most efficient method, but it works well enough and I am extremely grateful to him. Instead of trying to force an array node-pin to take multiple inputs, I've duplicated the section that's specific to the item.
5. Demonstration of the inspect item code working with an actual asset.
6. This is a screenshot that I took to keep track of my code setup, as I was about to make changes that may or may not work.
7. This was also taken to keep a record of an item's properties before making a change.
8. Thanks to user testing, I found that the sword item would clip through the tree when picked up. By moving the "interact" trigger, players will pick it up before getting too close to the tree.
9. After watching Eremental Studios' tutorial (2023), I was able to make the footsteps play correctly.
10. This is how the mouse sensitivity is set up (the red nodes relate to the interaction system). I watched UnrealDino's 2022 tutorial for this.
References:
Aspland, M. (2021c, April 25). Picking Up And Moving Objects | Inspect Item Part 1 - Unreal Engine 4 Tutorial [Video]. YouTube. https://www.youtube.com/watch?v=aR7PVYo2ZGo&ab_channel=MattAspland
Eremental Studios. (2023, May 16). First Person Footsteps In UE5 [Video]. YouTube. https://www.youtube.com/watch?v=IQ5jkxIua5U&ab_channel=ErementalStudios
Gorka Games. (2022, November 1). How to Inspect Item in Unreal Engine 5 - Like Resident Evil [Video]. YouTube. https://www.youtube.com/watch?v=DPu13v7C-nY&t=99s&ab_channel=GorkaGames
UnrealDino. (2022, June 27). How to change your sensitivity (Unreal Engine 5) [Video]. YouTube. https://www.youtube.com/watch?v=0BVZkCv9TyI&t=40s&ab_channel=UnrealDino
1. This is the concept for a poster, which I will be able to give to an artist (hopefully) ahead of Showcase.
3. Here is the final version of my poster. I ended up having to make it myself, but it's turned out pretty close to what I'd envisioned.
Week 4 - Pitched Meaningful Game to class
feedback was generally good
I could have a small visual clip play alongside audio when interacting with items to make the point stronger
need to make sure that the meaning comes across
at this point, I am still not sure about the working title - my main concern is that it is in modern German when the game is set during ancient times, and there may be some dissonance
Week 6 - Brainstorming feedback
I'm really pleased with my feedback this week
my GDD is clear and informative
the art style and mechanics don't feel out of place
I'll need to make sure to get the audio right
historical accuracy is important - I'm trying to avoid specific dates, though the Battle of Teutoburg is the 'landmark' I'm basing the setting around.
Proficiency: How did you develop your technical skills and knowledge? Give examples of the skills and knowledge, techniques, and self-directed research that inform your project (min. 50 words).
I started off the development process with a research report. Normally, I just get straight to designing and giving life to my ideas, with research happening as needed. It was unusual and a bit uncomfortable to be doing all of it beforehand. I did find, though, that video games can be a good way of expressing and processing complicated emotions such as grief, loss and depression. I’m using Unreal Engine 5 for this project because I want to develop my skills with it, as both an artist and a programmer. Given my past experience with blueprinting, I’m cautious to avoid overscoping.
Process: How did you improve your workflows and processes, including changes and setbacks? Give specific examples of your research and how it influenced your creative process (min. 50 words).
I specifically chose to leave the story fairly ambiguous, as well as keeping player guidance to an absolute minimum. During my research, I learned that open-world games are helpful in allowing players to project their feelings and experiences in a therapeutic way (Hemenover & Bowman, 2018). Additionally, Ryan & Deci (2000) explain that having autonomy is important in feeling a sense of achievement and catharsis. I want players to feel some kind of release of emotional tension at the end of the game, so letting them explore the world freely is an important aspect.
Person: What communication and collaboration skills did this project require, and how did you develop these skills? How did you manage collaboration, receiving and giving feedback to others? (min. 50 words)
I’m working solo for this game; partly because I wanted to have creative control and partly because it took me a while to really pin down what it’s about. Because the idea was so nebulous in the beginning, it may have been difficult to collaborate in a group where everyone had their own interpretation of it. Having said that, I’ve received a fair bit of feedback already and I’m making an effort to take it on board. For example, I need to be careful when providing any historical context, as inaccurate information could be a major problem for players. Figuring out the narrative was especially hard, but with Bec’s help I was able to formulate a satisfactory ending that still fits the historical context.
Appraisal: Overall, how successful was your project? What worked or didn't work, and why? How did it match with your expectations? Give specific examples, screenshots or links (min. 50 words).
I feel that I’ve had mixed success with this project. On one hand, I put together a functioning game essentially by myself in twelve weeks, but on the other I am disappointed that I didn’t get to do any of the art I’d wanted to. I’d really hoped to get a chance to use exciting industry tools like Substance Designer and SpeedTree on an actual project, but just didn’t get the time. I actually bought a subscription to SpeedTree to begin learning the software, in anticipation of creating custom trees to use in my game. Even though I didn’t get around to that, it’s still a valuable tool to have and I now have the time to learn at my own pace.
Having said all of this, I am still proud that I managed to pull off a playable game under such circumstances. It’s not quite how I envisioned it - I’d had a beautiful, fully-realized environment in mind - but I am considering it as practice and therefore still worth it.
Challenges: What obstacles did you overcome and how? What lessons did you learn? (min. 50 words)
I mentioned it in my devlog video as well, but the number one lesson I’ve learned here is that solo projects are extremely stressful. I’ve managed it, but only just. The other major issue I encountered was when GitKraken packed up on me, halfway through the trimester. I’d been dutifully maintaining the repository with all of my project files, but in Week 7 I made the horrible discovery that it wouldn’t accept any changes containing a Megascan asset.
This was going to be game-breaking, so I was forced to abandon the repo altogether and move my files onto a USB. I was keenly aware that it wasn’t best practice, but I’d already wasted a day and a half trying to force GitKraken to work and couldn’t afford to spend any more time fighting with it. At the end of the trimester, though, I managed to upload all the project files to GitHub via the desktop app.
Future Goals: How will you improve your skills for future projects? What will you do differently in your next project? What will you repeat? (min. 50 words)
Going forward, I will try to stay away from doing solo projects at university. Twelve weeks is a very short amount of time when you are the only developer on a game. I will likely continue to work individually on personal projects, because I can set the deadlines myself. Additionally, I’ve deleted GitKraken from my PC and will most certainly not be using it again. GitHub Desktop seems to be far more reliable, and it pains me that it’s taken two trimesters for me to learn that lesson. Despite this, I’ve learned so much this trimester, especially about project management, that I probably wouldn’t have done it differently.