Thursday, 18 September 2014

Treatment File : Food Chain

FOOD CHAIN

Concept / Narrative

The game is majorly inspired by the episode Food Chain from Adventure time Season 6, episode 7. The Wario ware games were also an inspiration.

Start at the bottom of the food chain in your chosen environment and make your way to the top by completing tasks. 




Adventure Time : Food Chain 

Wario Ware : Smooth Moves



Technique & Approach

We plan on making our assets for the animation in Illustrator  and Photoshop, which will then be combined as well as animated in After Effects. We plan to make the characters simple in style.  We plan on using the particle effect tool to create bubbles, pollen, dust, and stars. We plan on using the bone tool to move the plant. We want the characters to have a sketchy feel to them, so using the Turbulent Displace tool we will achieve such a look.









Aesthetic / Mood Board

Mostly pastel colours with little outlines.  The game will use a pastel colour palette.
 Different shades of blues for the ocean backgrounds. With Browns and greens for the land environment. Base the characters on simple shapes. Textured backgrounds with smooth characters. Cute style characters but not childish. Surreal bizarre mood.





  1. Foster's Home for Imaginary Friends
    Television Series


Power Puffgirls



Mt. Mograph, Summit 26  

Tim Minchin's Storm The Animated Movie

Pudi Pudi advertisement



Adventure Time - Food Chain

Colour Scheme Pastel Colours

Fez - From the Video Game fez










The fonts in the picture. Source sans pro, Ar Berkley, Ar Carter, Ar Vhristy, Ar Darling, Ar Hermann, Giffyup STD, Times new roman.



Audio

The audio is key to producing the juxtaposed moods of Food Chain. We need it to be light hearted and full of love for life and intense and serious for death. We aim to get the following music awkward elevator music, epic successful music, hectic country music, calm music, tense music.  The game will jump between these two opposites. We want game sound effects that sound typically like game sound effects, such as the iconic coin collection noise in Mario.

Sound effects :As for animals we will want Whale noise's, chicken noises, Runing steps of animals, Bird sounds, bubbles, flapping wings, wind, eating noises, elevator bing noise, elevator door opening, click for planet options, swoosh,
bullet, noises,harpoons, power up noise, holy "ahhh", explosive sound, splash, watery noises, boat fog horn, collecting noises, leveling up.

Music :

We used " http://www.bfxr.net/ " to create various video game like sound effects.


Sequence of Events / Shot List

You play as a ray of light that got shone onto the earth and is eaten. Where it lands is up to the player. In our video we show only two landscapes, land and sea, however other biomes such as a desert, tundra, volcanic, jungle or forest could be explored. Depending on the chosen environment the storyline varies. Once Land is chosen the beam of light will land on that environment and evolve into the first living thing on that food chain, which in this case is grass. The grass needs to collect as much light as possible in order to level up and evolve. After succeeding the player then turns into a caterpillar that needs to collect silk and which then evolves into a cocoon. Once the gamer is a cocoon he must wait in order to become a butterfly. the days pass and the tittle "Food Chain" is revealed. Then it goes back to the cocoon waiting for its transformation to happen. When he finally manages to turn into a butterfly, he is eaten by a bird.The release date is then shown. The aim of the game is to start small and struggle to reach the top of the Food Chain.



Elements



















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