Presence

Good day! It has been a while. In this post I’ll be talking a bit about presence, one of our game design courses.

Presence was one of our free-choice electives for this year. The course puts focus on creating a simple game in collaboration with the PXL music departement. However, due to lack of participating PXL students, the music part in our group was done by one of our own Game student as well.

The theme this year was to focus on an animal, any animal, and create a fantasy environment as said animal would experience it (“Presence”). Overal, the theme and what exactly we would make was very open, which really excited us to get started.

To give you a brief view: We had many different ideas on which animals we could focus on, but eventually settled on going with the beautiful Koi fish. Figuring out the gameplay however… let’s just say that our group had many ups-and-downs trying to settle for one clear idea. Visual looks, 2D or 3D (or a mix perhaps?), movement… for several weeks it seemed as if our project was bound to fail. It wasn’t until we were near the end of the course that we suddenly felt like there’s was something we all agreed on, but once we did, our motivation and workflow suddenly rose up by several hundred percent and we created something we were all proud of.

With permission, we had created a 2D game but with a more top-down view of the koi fish, rather than a world seen through its own eyes. My part of our group was the creation of all the artwork. While my initial concept sketches (see below) showed a more realistic view of the koi world, they eventually evolved into fantasy-esque ponds inspired by pixel art and traditional Japanese/chinese art. My main lesson in this course was to try not to hold on to one idea too much, but instead learn to set it aside and create something entirely different. This was something I more or less already knew, but I think many artist notice that in some ways they still like to hold on to something once they really like it. Therefore, it can be really hard to completely step away from it.

First concept sketches

Evolved towards this more fantasy look. Created purely by experimenting with random settings in Unity.

fishy

The final gameplay consists of guiding a koi fish in pond of umbrellas, while mimicing the path of a second koi fish.

You can see all of the final art & gameplay in this youtube gameplay video < < Nishikigoi Gameplay > >

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