UNITED CRAFTS

IN MOTION

Johnny Chang

Narrative & Level Designer

Game Project

2020

Going Home

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Overview
WordPress Table

About this game

Going Home is a turn based tactical adventure experience, where you help a group of mice in their quest of reaching a safe haven.

   Gather enough food in each level to continue your journey, but beware of vicious lizards!

Project

This was the 3rd and final game project at FutureGames, and took 8 weeks to produce, using Agile project methodology. The criteria was to choose between one of four emotions to emphasize and evoke within players. We chose to focus on the emotion of trust.

The team consisted of:

  • 3 game designers
  • 2 programmers
  • 3 3D artists
  • 2 2D artists

Contributions

Quick Look
 
 

Recommended
E-Document

The narrative design document above was written and arranged by me on behalf of the team. It is based on ideas and discussions involving the entire team. Much of the art used in the document was made by our 2D and 3D artists. I sought to “unify” these great ideas under a coherent world.

   The main purpose of the narrative design document was for the team, especially the artists and level designers, to lean towards, when looking for inspiration to tell the story and convey emotions by showing it inside the game, while maintaining a general picture of the game world, so the audience is able to connect all the “dots” throughout the game and feel that they all make sense.

   The narrative underewent several changes and iterations during the entire course of the production, which was expected.

   My aim, as narrative designer, was for the gameplay to rely as little as possible on written texts and dialogues, and instead try to utilise discrete but impactful audiovisual means to help the player figure out what’s going on in the game. Of course, this had to go hand-in-hand with our tech efforts and “time budget”, which meant I needed to be ready and able to constantly adapt, compromise original ideas, and seek new solutions to maintain consistency to overall story and character development.

 

 

How the mice function as a group and affect the game

 

Complementary & Functional Trio

Each character has its own strengths and weaknesses. As complexity for a situation increases, a single character will not be enough to overcome the challenge on its own. It will need to work in synergy with other characters and rely on their strengths to complement its own weaknesses. Only by working together and in time learning to trust one another, will they grow stronger as a whole and overcome difficulties.

 

Character Trio Flexible Tone Adjustment System

Setting the tone and triggering emotions is an important part of reminding the audience about humanity and how it feels to be “true” to oneself.
   The game offers three different and complementary personalities. Each one, while acting out, will be able to set a certain tone for the game. In a linear game like this one, I’m able to choose which character will be dominant in a particular situation and act out its personality, which in turn may evoke a certain emotion.

   In this example, if I want the game to be more comical and satiric, I would give the Mickey character more “screen time” and dialogue lines. However, if I would like to restore some balance and seriousness to the game, I would let the Tickie character take over and perhaps tell Mickey to be quiet.

   The personalities are designed in a way to allow pushing towards a certain emotion, but also to adjust and retract it, whenever neccessary.

   Stopping a character’s current course of action in time, before they start to make too much fool of themselves, will also help to maintain the audience’s respect and positive affection for that character.

 

 

Quick Look

Recommended
Web Document

All music in the game were made using FL Studio 12.

Main Theme – Plays while in the main menu screen.

 

 

Looping Music

“Moving” credits screen BGM (2 loop cycles + 1 non-loop segment).

 

 

Peaceful state BGM

 

 

Restricted area state BGM (2 loop cycles).

 

 

         

Detected state BGM (2 loop cycles).

 

 

Conflict state BGM (2 loop cycles).

 

 

I made an attempt to implement adaptive/layered music using FMOD. However, I wasn’t able to get the transitions between layers to sound quite right in-game. Since FMOD was completely new to me, and we had time constraints to consider, we decided not to look further into adaptive music for this project.

However, we used the audio layers in different combinations to best suit the intended general mood of the level.

The theme used in this video is somewhat different from the one in the final release. This sound is more in line with the initial idea we had, which had a darker and more horrifying tone.

 

CUTSCENE
(Spoiler Alert)

 

 

The audio editor (please see “Scripting” section) was scripted in a way to allow randomization of SFX assets.

 

FOOTSTEPS

 

 

ATTACKS

 

 

TAKING DAMAGE

 

 

COMBAT SITUATION

 

 

VOICES

I used one mouse SFX and one snake SFX asset to create multiple speech sound assets, by using pitch and tone variations.

The intension was to add mouse and lizard sounds to the dialogues. They were not fully implemented, since only one sound asset per dialogue coroutine was able to get played. Instead, they were mostly used during the cutscene.

TEASER PITCH ASSIGNEMENT

The team was tasked on short notice with making a teaser pitch video in only three days. I worked together with two other members in writing the pitch text (the words spoken in the teaser pitch / trailer video above). I then cut and edited one of the team mate’s voice recordings in FL Studio 12 and composed voiceover, SFX and music into a start-to-end audio group segment. After receiving some animated video renders from the 3D artists, I composed all the materials in Adobe Premiere Pro.

AUDIO ACTION SCRIPT

 

 

PLAYER AUDIO SCRIPT

 

 

ANIMATION AUDIO

 

 

CUTSCENE AUDIO

 

Takeaways

Narrative Design

  • Try to communicate even more with programmers and tech designers, in order to reduce the need for texts and written dialogues, since a majority of players dislikes reading.
  • It is beneficial for level design and arts animation to have the backstory, tone and emotion established as early as possible. It was quite a challenge to try to keep up or stay slightly ahead of team members. However, sometimes looking at concepts and interpretations provided me with new ideas for the narrative.
  • It may be better to scale the story and dialogues according to playtime and build up the interest step-by-step, because players need to feel invested and attached to the game and characters first, before they start caring and wanting to know more about their backstory.

Team Work

  • The importance of being open-minded and actively appoach team mates for help and feedback.
  • Pros and cons working remotely, from home.
  • Using Agile Methodology to coordinate efforts with team members and syncronize expectations with “time budget”.
  • How to play SCRUM-poker.

Teaser Pitch & Trailer

  • As a teaser pitch video for jury panel, I believe it was fine. 
  • The team decided to have the teaser pitch video as our trailer as well. However, for future trailer videos, I would consider making the first 15s more interesting, since the audience watching the trailer video is expected to be less obligated and committed to staying put.

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