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Game demo (workflow (final concept, final art, animations and camera, post…
Game demo
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story
1 scene the world was broken after a disaster. earthquake, flooding,( power station explosion. )
you find yourself on the ilend surrounded by other ilends with animals stacked on it. there are no people in the game and we don't know when it happened.
You see dead trees and broken trees. You see houses and curs in the water
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3 scene you do to the forest and see different kinds of beautiful mutations ending you see all the way (and others) made as a huge tee roots and you see a big tree
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final presentation
trailer( video)1-1,5 min. what makes my game unique?
which impression do I want to create?
cold open-15 sec (some action)
company logo
introduction)explain the story/the game mechanic)20 sec+25 escalation25 sec-12cuts-6 locations(increase the tension, add more mechanics, show explosions, short cuts, show locations and views)-
climax 10sec(most intence cut what leaves a question)
game logo finally reveal
button( some extra "jokes" or something I want to edd)
tips:
use closeups,
highlight the important things
clarity- only the important information.
try to keep the focus point at the same place
use composition
sound-should match the intensity of the trailer (what about a song?)
sound effects-for the game may give an impression of a "real" game
important to be creative and use those ideas as a guidelines but not template
speed back some impressive scenes in intro
https://youtu.be/4CSYA9R70R8
flow:
open15 sec - breaking
company logo close
intro40 sec: explanation/game mechanics - text input, connection, moving from ilend to ilend. out - middle
escalation25 sec-12 cuts - healing, animals and plants, broken houses in a water-in -out
climax10 sec - power station location, tree of life, meet with other players-slow down-out
game logo
button 20 sec-talk to other players, see your story-middle/UI
https://youtu.be/Q835adiKSz4
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may be you can see others as the people (characters) but you don't know how you look. you can ask them:)
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