Академический Документы
Профессиональный Документы
Культура Документы
Dream Keeper
Anderson, Rich (2012) Norn Hunting
The Brief
Generic Name Studios is beginning development on their latest game, Dream Keeper. It is a game aimed at school children (ages 7-12). Its platform will be smartphones and tablets, to target the growing audience of school children who are permitted to use their parents technology to be kept entertained. It is an adventure game, with emersion and exploration at its centre. Whilst it is meant to be somewhat scary the child is very much in the role of the hero and the bringer of happiness. The main antagonist of the game is the Dream Keeper, who is the operator of this realm. It is the distributor of dreams, both happy and nightmarish. Your job as a character designer is to create this creature.
The Premise
All that we see or seem is but a dream with in a dream. Edgar Allan Poe The player is a young girl, Dido, who has fallen into the gaps between dreams. Here they meet the Dream Keeper. Fascinated by the newcomer, the Dream Keeper becomes increasingly obsessed with keeping the player dreaming, while the playing is trying to wake up and escape. By taking the player to various dream-realms and appearing to them in a variety of guises, the Keeper is trying its hardest to keep them asleep and trapped forever, while the player is trying to find ways out.
McQue, Ian (2010) Red Hills
The World
The world game is divided into four levels: the Connection room and three dream levels, each one representing a common dream for children. In each of the levels the player is trying to find a way to move closer towards waking up. Meanwhile the Keeper has taken on a guise to deceive the player and to try and trap them in dreams forever. The levels have to represent a childs understanding and view of each environment. Also, as the player progresses the end of each level, their waking conscious begins to fracture and destroy the dream, lending a new element to its design these changes also affect the Keeper, whose guise also begins to twist and degenerate. While this project is most certainly a Character Design brief, the Keepers guise and style is extruded from the environment, making establishing the gist of his surroundings crucial.
Malin, Emmanuel (2011) Vessels, The Path
Visual Influences
Deadline Requirements
Four developed 2D concepts for the Keepers four incarnations. Well presented progress and documented design decisions. One concept taken through the character modelling pipeline. Resulting in a fully rigged character with demonstration animation. A detailed making of to accompany the final design. Restrictions: Poly count: Texture size: Resolution: