###### tags: `Uni work` `Games art` # <20033287>_J5Z1020_production Log ### Game Pipeline Production (J5Z1020) ### Games Art BA(HONS) L5 ### Helena Jackson Induvidual HCP --- ### market research ![](https://i.imgur.com/0XfeDmg.png) According to this chart, the biggest age demographic in gaming is ages 16-25 (with 16 as the lowest age in the survey, possible that the numbers skew even more in favour of this group) https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/ ## Elevator pitch In an age of distractions, todays gamer market requires fast paced puzzle games to stimulate their brain. In this game you play as a starship AI serving a highly irresponsible crew. The goal is to keep all of the humans on board from causing damage to the ship and themselves. --- ### Gameplay Players must watch cctv footage of the ship and keep track of the crew until the time limit is up- when they reach their destination. Tasks range anywhere from preventing reactor explosions to stopping the crew spilling hot coffee on themselves. The game will switch between the cctv screens and a top veiw spaceship where they will click and point to prevent the disasters. --- ### Market Aimed at teens and young adults, this game involves high concentration and responsibility. It will engage the audience by being fast paced and full of problem solving. The game will also use environmental storytelling that develops throughout the game that acts as a distraction and explains to the audience the history and dynamics of the crew. --- ### Platform It would be available on all platforms becuase of simple gameplay mechanics (click and point), this allows for casual gamers to play on mobile, which is a huge market and will expand the userbase of the game. ## - the Body- induvidual production log 26.10.2022 ![](https://i.imgur.com/qOfyJop.jpg) 3.5 hours The environments were to be based off parts of the body. we agreed that the age rating of the game was 18+ so we could have body horror aspects. I chose to base my environment off a mouth, and to make a flesh path with teeth rocks. ![](https://i.imgur.com/vqKRQfY.png) 3 hours the enemy design is based off a bacteriophage. ![](https://i.imgur.com/bs2PxMi.jpg) 2 hours the loading screen is of the planet. The loading bar is in the shape of a heart rate monitor reading, the pqrst sequence. This forshadows the plot of the game, that the heart has been damaged. I also used this image for the console box art ![](https://i.imgur.com/4UfG2ZW.jpg) ![](https://i.imgur.com/pgtxPtt.jpg) 1 hour each I added the environment concepts as examples of what the game would look like and a brief blurb. As there was a lot more space on the xbox cover I added snappy descriptions of activities the game included. ![](https://i.imgur.com/k6zgDJQ.jpg) 4.5 hours for the weapons I wanted there to be a good range of uses for each to avoid repetition. I picked a tactical knife for melee, a short range pistol, a mid range assault rifle, and a sniper rifle for long range. This way the player would have a use for all of them encouraging them to spend time unlocking each weapon. I chose a green colour pallete to make it look military but also becuase it would stand out against the contrast of the red fleshy environments, and make it feel like the player character was less prepared to camoflage. The green liquid in the guns is the phage vaccine as it would act as a poison to the phages. Link to Group Portfolio https://hackmd.io/@TERgC2WlTCWEMs-yNsr9Nw/ByCcY7Iuo/edit