Wednesday, September 16, 2015

RPP #1: Clownin' Around

Over the last two weeks, I was able to work with a few talented folks to make our first game here at FIEA! For this game, we had only two requirements. First, the game had to be made in flash. Second, the theme was "fun". Joey Llobet, Logan Gerrol, Will Bahnmiller, Claire Rice, and I conceptualized a circus-themed game entitled -- wait for it -- Clownin' Around.

In Clownin' Around, you play an adorable clown named BonBon who bounces on a trampoline and chucks pies at the other clowns (and Ringmaster) who attempt to steal the show! The game is currently playable RIGHT HERE.

The process of the game's creation went rather smoothly. Once we decided on a theme we believed encapsulated "fun" and would be enjoyable to many people, ideas kept snowballing from there. I was pretty excited to be around such a creative bunch of people! We somehow managed to include almost everything we initially planned: animations, pie throwing, multiple enemies, moving platforms, balloon obstacles, and a Ringmaster who flies around with a lion on a fishing rod. The only thing we didn't get to include that we initially planned were trophies that corresponded to how high (or low) of a score the player achieved. We were pretty ambitious but it certainly paid off in the end given the success of our game!

On the artists' end, Claire and I were clearly in charge of the visual development. We ended up basing the game's visuals on my initial sketches & concept art.

early designs that didn't change too much.

Coordination between our art styles wasn't necessarily difficult because they were very similar in a lot of respects. Like, for instance, we draw a lot of cute shit with thick lines and bold colors. Together, we crafted an entire environment that really brought the theme to life. Her character designs of the enemy clowns really brought that variety and silliness to the game that I wouldn't have done on my own (and it helped me to learn more about drawing iconic characters by implementing different shapes). I couldn't ask for a better partner in crime in this venture. 


I regard Logan and Will as being wizards for creating all the coding for Clownin' Around and implementing every mechanic we conceptualized. As someone with very little coding background under her belt, I sit in amazement that they managed to code everything we planned and then-some, all while being entirely glitch-free. Programmers make magic, yo. Joey was one awesome every man in this game's development. As our sound designer, voice actor, animator, and producer, he really had a gigantic hand in making our game's world all that much more believable and, well, fun. Awesome, all of them.

a look at the environment of the game. GO PLAY IT.

For my first team experience at FIEA was definitely a spectacular one. I'm looking all the more forward to the future games!

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