Welcome!


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

Sunday, September 1, 2013

Game Summary:
Game App Icon







Title:
Fantasy Blade: Pilot
Barnibles
Full Space

Genre:
Fantasy Blade: J-RPG
Barnibles: Children/Educational
Full Space: Arcade

Platform(s): Android and iOS (all games)

Revenue model:
Fantasy Blade: $3.99 in Android, iOS, Windows, and Mac
Barnibles: Free to Play
Full Space: Free to Play

Development tools/Language: Created using RPG Maker and Unity, programmed in C#


Game audience:
Fantasy Blade: Middle-to-upper class young men aged 12-45
Barnibles: Children aged 3-7
Full Space: All ages

Team

Fantasy Blade: I was on my own team for this project.
Barnibles:

Executive Producer –Gerard Merritt
Producer – Pablo Rosero
Art Lead – Laura Sardinha
Art – Nykira Parham
Development – Richard Vasquez
Design – Alex Roff

Marketing – Pablo Rosero 

Title:
Fantasy Blade: Pilot
Barnibles
Full Space

Genre:
Fantasy Blade: J-RPG
Barnibles: Children/Educational
Full Space: Arcade

Platform(s): Android and iOS (all games)

Revenue model:
Fantasy Blade: $3.99 in Android, iOS, Windows, and Mac
Barnibles: Free to Play
Full Space: Free to Play

Development tools/Language: Created using RPG Maker and Unity, programmed in C#


Game audience:
Fantasy Blade: Middle-to-upper class young men aged 18-35
Barnibles: Children aged 3-7
Full Space: All ages

Team


Copyright/Reference -



Backstory:

Sound Bite:

Fantasy  Blade: An Epic Tale of Nation building, friendship and Betrayal.

Barnibles: Match the animal to its correct home!

Full Space: Team up with friends to fend off space invaders.


Executive Summary:

Fantasy Blade: Fantasy Blade: Pilot is a JRPG high fantasy adaptation of the Arthurian Legend. Players unite tribes and gather their own allies to form their kingdom.

Barnibles: Barnibles is a children’s game where children match animals to their habitats with a cutesy feel.

Full Space: Full Space is an update of the classic arcade game, Space Invaders, with multi-player support.


Inspiration:

Fantasy Blade: My inspiration was Arthurian legends and other J-RPG games, such as the Final Fantasy and Suikoden series.

Barnibles: Barnibles was a pre-existing series for small children that allows them to learn early childhood skills, with fun and loveable characters.

Full Space: Full space was a pre-existing game based off of older arcade games such as Space Invaders.


Capstone Game Scope

Fantasy Blade: The first three levels of the game, which was met.
Barnibles: Five quickly advancing levels increasing in difficult, with repeat on the last level. The scope was met.

Full Space: One level with multi-player support, which was met.

Ideal

Fantasy Blade: The ideal of Fantasy Blade was met and exceeded during the redesign. The ideal was three levels with multiple players and story-driven game play.  The ideal was met.

Barnibles: The ideal for Barnibles is multiple levels with adorable graphics and sound effects, where players match animals to their homes. The ideal was met.

Full Space: The ideal of full space was to create a multi-player interactive game based off of vintage arcade games. Ideally it went well.

Demo Screencast:

Barnibles:

Fullspace:



Fantasy Blade:



The Critique: What went right 
Design & Aesthetics:

Fantasy Blade: I was able to design realistic characters and used sprite sheets to allow them a wide array of emotion.  In addition, I kept a working database of art and sound assets to find the correct asset for the appropriate situation.

Barnibles: We were able to design and incorporate smooth animal and habitat assets. User testing found that players described the assets as “cute” and “adorable”.

Full Space: I was not part of the design team with this project.


Project Management:
Fantasy Blade: Multiple redesigns led to a reformed approach that has increased development efficiency.

Barnibles: We were successful in working with a team and coordinating with them, utilizing everyone’s unique talents to get the project developed on time, meeting all goals, and with the appropriate assets.

Full Space: From beginning to end, Full Space was an efficient process. In under a week, we got the project, researched and incorporated necessary assets and tools, and delivered it completed.

Development:

Fantasy Blade: The project was developed as part of my Capstone project and was developed on a MacBook Pro and Nvidia Shield using RPG Maker and Unity. I feel that I was able to learn new programming languages and new software to create three successful games.

Barnibles: Barnibles development was successful from start to finish. We got assets on time and incorporated them will, the scripts that needed to be delivered were simple enough to get them working with time to spare.

Full Space:  This was mentioned in the prior question. Full space was an exercise in efficiency.

Testing:

Fantasy Blade: We were able to get a diverse team together for user feedback and test the game in real environments with members of our target audience and improve player interaction throughout.

Barnibles: Advanced testing allowed me to deliver the product with almost no bugs and little external review. User feedback delivered several great ways to improve the game, if desired.

Full Space: Testing the multi-player feature in full space was fun! It also had success in exploring which assets should be sent over the network versus being managed locally.


Business Model/Plan:

Fantasy Blade:  We needed to change the business plan from one that was exclusive and ad-based to one that involved a flat purchase. Getting this context was a good example of what went right because it allowed us to correct problems before it hit the market.

Barnibles: I was not involved in this business plan

Full Space: I was not involved in this business plan.


Other:



The Critique: What went wrong (Please include screenshots where appropriate)

Design & Aesthetics:

Fantasy Blade: Early concept work involved complicated systems that needed to be redesigned.

Barnibles: More environments were needed to better fit the animals.

Full Space: Different people may have made different choices about synchronization.


Project Management:

Fantasy Blade: Fantasy Blade was a long learning experience with project management. Having too wide of a scope meant that multiple redesigns were needed. My lack of experience meant that redesigns took longer than expected.

Barnibles: Towards the end, we should have budgeted time and assets for more incorporation of user feedback.

Full Space: Because it was such a short project, there was little room to add personal touches.


Development:

Fantasy Blade: As previously mentioned, my lack of development experience meant that redesigns were needed and that the overall goals took longer than expected.

Barnibles: Barnibles was largely successful. The only thing I would change would be to add more user feedback.

Full Space: Development was mostly successful but extra time for more testing and expansion would have been a good idea.


Testing:

Fantasy Blade: Decenteralized user testing had growing pains and there was a need to overcome differences in communication styles.

Barnibles: We weren’t able to recruit many testers, leading to a small sample size.

Full Space: Time Constraints led to limited testing.

Business Model/Plan:

Fantasy Blade: Initially, I was looking at best practices for general mobile, and I am now looking for more successful income strategies, leading to replanning.

Barnibles: I was not part of this business plan.

Full Space: I was not part of this business plan.


Other:

Summary:

Fantasy Blade: N/A

Barnibles: Executive Producer – Gerard Merritt
Producer – Pablo Rosero
Art Lead – Laura Sardinha
Art – Nykira Parham
Development – Richard Vazquez
Design – Alex Roff
Marketing – Pablo Rosero


Full Space: N/A


Copyright/Reference:

Fantasy Blade: Vazquez, Richard K. (2015). Fantasy Blade: Pilot (Version 1.0) [Android Game]. Winter Park, FL: Full Sail University.

 Barnibles: CelleC Games. (2015). Barnibles Home (Version 1.0) [Android Game]. Winter Park, FL: CelleC Games.

Full Space: Full Sail University. (2015). Full Space (Version 1.0) [Android Game]. Winter Park, FL: Full Sail University. 

Backstory:

Sound Bite:

Fantasy  Blade: An Epic Tale of Nation building, friendship and Betrayal.

Barnibles: Match the animal to its correct home!

Full Space: Team up with friends to fend off space invaders.


Executive Summary:

Fantasy Blade: Fantasy Blade: Pilot is a JRPG high fantasy adaptation of the Arthurian Legend. Players unite tribes and gather their own allies to form their kingdom.

Barnibles: Barnibles is a children’s game where children match animals to their habitats with a cutesy feel.

Full Space: Full Space is an update of the classic arcade game, Space Invaders, with multi-player support.


Inspiration:

Fantasy Blade: My inspiration was Arthurian legends and other J-RPG games, such as the Final Fantasy and Suikoden series.

Barnibles: Barnibles was a pre-existing series for small children that allows them to learn early childhood skills, with fun and loveable characters.

Full Space: Full space was a pre-existing game based off of older arcade games such as Space Invaders.


Capstone Game Scope:

Fantasy Blade: The first three levels of the game, which was met.
Barnibles: Five quickly advancing levels increasing in difficult, with repeat on the last level. The scope was met.

Full Space: One level with multi-player support, which was met.

Ideal:

Fantasy Blade: The ideal of Fantasy Blade was met and exceeded during the redesign. The ideal was three levels with multiple players and story-driven game play.  The ideal was met.



Barnibles: The ideal for Barnibles is multiple levels with adorable graphics and sound effects, where players match animals to their homes. The ideal was met.




Full Space: The ideal of full space was to create a multi-player interactive game based off of vintage arcade games. Ideally it went well.


Demo Screencast:
(Embed your demo screencast video in the blog postmortem. You can do this after your presentation)

The Critique: What went right (Please include screenshots where appropriate)
Design & Aesthetics:

Fantasy Blade: I was able to design realistic characters and used sprite sheets to allow them a wide array of emotion.  In addition, I kept a working database of art and sound assets to find the correct asset for the appropriate situation.


Barnibles: We were able to design and incorporate smooth animal and habitat assets. User testing found that players described the assets as “cute” and “adorable”.


Full Space: I was not part of the design team with this project.


Project Management:

Fantasy Blade: Multiple redesigns led to a reformed approach that has increased development efficiency.


Barnibles: We were successful in working with a team and coordinating with them, utilizing everyone’s unique talents to get the project developed on time, meeting all goals, and with the appropriate assets.

Full Space: From beginning to end, Full Space was an efficient process. In under a week, we got the project, researched and incorporated necessary assets and tools, and delivered it completed.

Development:

Fantasy Blade: The project was developed as part of my Capstone project and was developed on a MacBook Pro and Nvidia Shield using RPG Maker and Unity. I feel that I was able to learn new programming languages and new software to create three successful games.

Barnibles: Barnibles development was successful from start to finish. We got assets on time and incorporated them will, the scripts that needed to be delivered were simple enough to get them working with time to spare.

Full Space:  This was mentioned in the prior question. Full space was an exercise in efficiency.

Testing:

Fantasy Blade: We were able to get a diverse team together for user feedback and test the game in real environments with members of our target audience and improve player interaction throughout.

Barnibles: Advanced testing allowed me to deliver the product with almost no bugs and little external review. User feedback delivered several great ways to improve the game, if desired.

Full Space: Testing the multi-player feature in full space was fun! It also had success in exploring which assets should be sent over the network versus being managed locally.


Business Model/Plan:

Fantasy Blade:  We needed to change the business plan from one that was exclusive and ad-based to one that involved a flat purchase. Getting this context was a good example of what went right because it allowed us to correct problems before it hit the market.

Barnibles: I was not involved in this business plan

Full Space: I was not involved in this business plan.


Other:



The Critique: What went wrong

Design & Aesthetics:

Fantasy Blade: Early concept work involved complicated systems that needed to be redesigned.

Barnibles: More environments were needed to better fit the animals.

Full Space: Different people may have made different choices about synchronization.


Project Management:

Fantasy Blade: Fantasy Blade was a long learning experience with project management. Having too wide of a scope meant that multiple redesigns were needed. My lack of experience meant that redesigns took longer than expected.

Barnibles: Towards the end, we should have budgeted time and assets for more incorporation of user feedback.

Full Space: Because it was such a short project, there was little room to add personal touches.


Development:

Fantasy Blade: As previously mentioned, my lack of development experience meant that redesigns were needed and that the overall goals took longer than expected.

Barnibles: Barnibles was largely successful. The only thing I would change would be to add more user feedback.

Full Space: Development was mostly successful but extra time for more testing and expansion would have been a good idea.


Testing:

Fantasy Blade: Decenteralized user testing had growing pains and there was a need to overcome differences in communication styles.

Barnibles: We weren’t able to recruit many testers, leading to a small sample size.

Full Space: Time Constraints led to limited testing.

Business Model/Plan:

Fantasy Blade: Initially, I was looking at best practices for general mobile, and I am now looking for more successful income strategies, leading to replanning.

Barnibles: I was not part of this business plan.

Full Space: I was not part of this business plan.



Summary:

Fantasy Blade: Fantasy Blade was a massive project. We were ambitious. We experimented with different facets. I learned a lot through redesigns and I was able to finally get the project to a scalable size with a feasible business plan.

Barnibles: Barnibles was a great project that gave me wonderful experiences of working on a team. While it was a simple concept, we had a great deal of success implementing it.


Full Space: Network integration was successful.




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