Poster designs for the game. As part of the project, we had to design posters to advertise the game throughout the school. These are the two final versions of the poster.
Showing posts with label Recipe for Disaster. Show all posts
Showing posts with label Recipe for Disaster. Show all posts
Wednesday, January 25, 2012
Recipe for Disaster Other Elements
Various Head Up Display (HUD) elements for the game.
Poster designs for the game. As part of the project, we had to design posters to advertise the game throughout the school. These are the two final versions of the poster.
Poster designs for the game. As part of the project, we had to design posters to advertise the game throughout the school. These are the two final versions of the poster.
Recipe for Disaster Graphic User Interfaces (GUIs)
These are the various Graphic User Interfaces for the game.
The Main Menu Screen.
Finalized version of the Main Menu Screen.
Story/Recipe Screen
In the game, you collect various ingredients by solving puzzles. The reasoning for this is that you're trying to thwart the evil witch's experiments.
The book is used as the screen for the story text as well as your list of ingredients that you've collected.
The Level Selection Screen.
Finalized version of the Level Selection Screen.
The Victory/Win Screen.
Finalized version of the Victory/Win Screen.
The Game Over Screen.
Finalized version of the Game Over Screen.
Final art for a game over screen.
Originally we had planned to have different game over screens for the different ways you could die i.e.: falling on knives, burning in a toaster over, etc. We decided to go with just one "Game Over" screen due to time constraints and various other things.
This was the screen for if you died by drowning. We originally planned several puzzle involving the sink, but due to some issue with the engine we were working with, some of the ideas we had either didn't work, or would have taken up way to much time to figure out.
The old Victory/Win Screen.
The old Game Over Screen.
The Main Menu Screen.
Finalized version of the Main Menu Screen.
Story/Recipe Screen
In the game, you collect various ingredients by solving puzzles. The reasoning for this is that you're trying to thwart the evil witch's experiments.
The book is used as the screen for the story text as well as your list of ingredients that you've collected.
The Level Selection Screen.
Finalized version of the Level Selection Screen.
The Victory/Win Screen.
Finalized version of the Victory/Win Screen.
The Game Over Screen.
Finalized version of the Game Over Screen.
Final art for a game over screen.
Originally we had planned to have different game over screens for the different ways you could die i.e.: falling on knives, burning in a toaster over, etc. We decided to go with just one "Game Over" screen due to time constraints and various other things.
This was the screen for if you died by drowning. We originally planned several puzzle involving the sink, but due to some issue with the engine we were working with, some of the ideas we had either didn't work, or would have taken up way to much time to figure out.
The old Victory/Win Screen.
The old Game Over Screen.
Recipe for Disaster Character Concepts
Character concepts I created for a group game project in school.
The story of the game goes something like there's a witch who disguises herself as an old lady, and she lives in the forest somewhere in France. She conducts experiments and concocts brews which she mixes into her food. Then she uses them to bring her food to life and bends it to her will. You play as one of her experiments gone awry, a ball of dough who attempts to escape it's fate, being cooked in the oven.
Concepts of the player character for the group game.
The main antagonist for the game. She's the witch/old lady.
Original concept for the main antagonist for the game, until the story was changed. He was switched from an Italian chef to a French/German old lady/witch.
Cat Concept for the game.
This character's name is Thelonius. He is the witch's pet cat who was her first experiment. After years of abuse at the hands of the witch, he has developed a ferocious attitude and stops at nothing to reek havoc for the unsuspecting dough ball.
Rat concept for the game. One of the enemies/obstacles in the game.
Ant concept for the game. Another enemy/obstacle in the game.
Concept for an attribute which allows the dough ball to light up darkened areas.
The story of the game goes something like there's a witch who disguises herself as an old lady, and she lives in the forest somewhere in France. She conducts experiments and concocts brews which she mixes into her food. Then she uses them to bring her food to life and bends it to her will. You play as one of her experiments gone awry, a ball of dough who attempts to escape it's fate, being cooked in the oven.
Concepts of the player character for the group game.
The main antagonist for the game. She's the witch/old lady.
Original concept for the main antagonist for the game, until the story was changed. He was switched from an Italian chef to a French/German old lady/witch.
Cat Concept for the game.
This character's name is Thelonius. He is the witch's pet cat who was her first experiment. After years of abuse at the hands of the witch, he has developed a ferocious attitude and stops at nothing to reek havoc for the unsuspecting dough ball.
Rat concept for the game. One of the enemies/obstacles in the game.
Ant concept for the game. Another enemy/obstacle in the game.
Concept for an attribute which allows the dough ball to light up darkened areas.
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