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Welcome!

This site showcases the thesis capstone projects for the Full Sail Mobile Gaming Master of Science program. Students completing the program post their end of program project self evaluation here examining what went right and what went wrong during production.

The site provides examples of all completed projects, without regard to the quality of work. Final faculty evaluation of your project is separate from your postmortem. It is a place to share student work and start dialogue with faculty about completed and upcoming projects.

If you are adding a postmortem for a completed project to this blog, please do your best to provide a meaningful meta-level evaluation of your project. This helps students currently in the program have a better understanding of the critical points related to independent production, game development and design and project management. The template for the blog content and instructions can be found in the first post from July 2014.

Thank You,
MGMS Faculty

Saturday, November 29, 2014

Capstone Project Post Mortem: El Mundo de Chuen Ulama


Capstone Game Post Mortem


Game Demo


Controls : instead of tilt (which is used in mobile devices), use the mouse to move

Game Summary

Game App Icon

Title
El Mundo de Chuen: Ulama.

Author
Mario Caudillo.

Genre
Sports.

Platform(s)
Android and iOS phones and tablets.

Revenue Model
The unit price is 13 Mexican pesos (tier 1 - 0.99 USD), for volume licenses we have discounts based on the number of licenses of the game. No publicity or in-app purchases.

Development Tools/Language
Unity 3D - engine
UnityScript, C# - languages
Maya LT - 3D animation, modeling, texture, rigging.
Adobe Photoshop, Adobe Illustrator - sprites.

Target Audience
Children from 6-16 years old.
Parents worried about the content in their children devices.
Private schools with the plan "iPad per child".
Tourism Secretaries, Airlines and businesses interested in the promotion of Mexican culture.

Team
Cristina Pérez - Director (owner of the license of Chuen).
Mario Caudillo - Producer, Design and development.
Octavio Fernández - Music.

Copyright
© CHUEN DISEÑO Y ARTE DE MÉXICO, S.A. DE C.V. ®All rights reserved. Chuen México 2012.

Backstory

Sound bite
Discover the magic of the pre-columbian ball game with Chuen.

Executive Summary
Almost 50% of the children about minor than 19 years old have a mobile device, more than 70% of this group uses more than 50% of the time in entertainment activities such as mobile games, mobile games that does not teach anything. “El Mundo de Chuen: Ulama” is a new sports themed mobile game created by Chuen Mexico, which explores the ancient pre-Hispanic Ball Game, the user will discover up to 7 ancient locations. Meanwhile they learn and discover about the history and evolution of the game, from the beginnings where there were no to the more complex game that was played in Chichen Itza Ball Court which was the biggest court with the tallest rings almost 9 feet tall. This game is 100% developed by mexican talent and will be the best option for kids around the world get to know the Mexican culture and pre-Hispanic treasures of Mexico with an edutainment mobile game.

Inspiration
While in my B.A. I had a class of design and development of video games, here I have the idea of having a video game about the pre-hispanic ball game, but my idea does not get the votes to be developed, then I discovered how Angry Birds(Rovio Entertainment, 2009) helped my nephew understand physics better, and the connection between video games and learning, how my nephew understand better by playing a game than repeating the same lesson in class.
When I started working in Chuen Mexico, my idea reborn and now that ball game video game could have a main character, Chuen, the magic and playful monkey interested in the knowledge of pre-hispanic cosmogony. When I entered this master I saw that I need to develop a mobile game, here I decided to develop El Mundo de Chuen: Ulama, an sport edutainment game based on the pre-Hispanic ball game practiced in Mexico.

Ideal
The ideal game I expected at the start of my Master was a game with 4 different locations, 2 tutorial levels and 6 different characters, with a story mode where you could explore the story of the game and a free mode where you could play with the different characters you win in story mode.

The Critique: What went right and wrong at the same time

Project Management

It was developed in Omniplan, the final project intended to be finished in May 2015, what went right was that I had never had a delay in the original plan, but all the activities meticulously planned in early classes for 2014, were finished at the end of first development class, the activities for 2015 were thought but not really planned. With the need of rescheduling, the game now going to be finished in December 2014 having 3 months for the last activities, what went wrong was that this activities were not well planned, as the ones of the start of the project, having several time thinking in how to develop this areas of the game and not having really good advances in the game for weekly screencasts and sprints for Mobile Testing class.

Development and Testing
The development went smooth, from the coding of the main mechanics, to the general functionality of the game, some good ideas were incorporated to make the computer more challenging than the same difficulty all the level. But when I arrived to Testing class, I discovered that there is no documentation available for unit testing my game, because it is not coded in C#, it is coded in UnityScript, this cause me several problems, because I have never thought about unit test my code. I managed really well the A/B Testing with some communication between UnityScript and C# using PlayerPrefs and sending messages from one language to another.

The Critique: What went right

Design and Aesthetics

The first part of the development was focused in the art and the design of the game sprites, the image above are the design of the characters in the game, all inspired in the pre-hispanic cultures based in Mexico.

The design of 3D art and the courts based in actual ruins in Mexico, and making UV Maps for painting the textures of the characters and courts were successful.

The Critique: What went wrong

Business Model/Plan
It was planned to make a time trial of 3 days free of the app, and pay after this 3 days for the full game, but because of problems with Chuen Mexico development accounts, it was not possible to program this using in-app purchases and some coding for the time trial.

Summary

"El Mundo de Chuen Ulama" is exactly the game I expected at the start of the project, it is needed some work more to get the game released, the development goes further of what to expect at these stage of the development. The ideal was accomplished, and also 3 more characters, 3 more courts and also a multi language support of the game offering english and spanish.


Screencast Link

http://ulama.caudillom.com/FinalScreencast.mp4

References
Rovio Entertainment. (2009) Angry Birds. [mobile game].

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