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Gnomophobia Presentation

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TABLE OF CONTENTS

Introduction – Who are we?

What is Gnomophobia?

Level One

Level Two

Level Three

Closing

01

03

02

04

05

06

Our studio, the leads, Manager, etc.

Overview of the whole game

Level One’s Team Presentation

Level Two’s Team Presentation

Level Three’s Team Presentation

Last couple of things to end it off

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Introduction

01

Who are we? Where are we?

I’ll do you one better, WHY ARE WE?

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We are Studio Ungnome

We have 17 employees

With 4 leads,

One main Boss

(lovely Prof. Dana Steinhoff)

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Who are the leads?

Julia Spiller

Caleb Secrest

Eric Cowette

James McKibbin

Lead Artist

Lead Designer

Lead Producer

Lead Programmer

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What is Gnomophobia?

02

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Definition of Gnomophobia

The irrational fear of gnomes

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What is Gnomophobia?

  • 2D, Top down Dungeon Crawler

  • Multi-level storytelling

  • Combat driven

  • Puzzle enhanced

  • Amazing Experience!

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  • Eight Directional Movement
  • Basic Attack
  • Three Heart Hitpoints
  • Level Progression
  • Unique Mechanics/Systems For Each Level!

How Do You Play Gnomophobia?

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Overall Narrative

  • The overall narrative deals with player character’s trauma.

  • This trauma is due to an incident regarding the player’s grandmother and a gnome.

  • This is where Gnomophobia gets its title.

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Gnomophobia Art Direction

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Target Audience

Meet Billy

Activities

Sophomore in high school, likes watching YouTube and playing video games in their free time.

Likes games that have a bit of a darker story.

Enjoys older-style indie games that have a more interpretive storyline.

Plays a lot of PC and/or console games.

Influences

Usage

Personality & Values

Interests

Likes YouTube channels like Game Theory, and games where you have to figure out what’s going on.

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Level One

03

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Who are We?

Julia Spiller

Chad Russell

Kristel Trujillo

Gabe

James McKibbin

Artist

&

Level Organizer

Level/Systems & Mechanics Designer

Narrative Designer

Programmer

Lead Level Programmer

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Level One Narrative Design

Setup and Intro To Greater Narrative

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DESTROYABLE OBJECTS

LEVEL 1 UNIQUE MECHANIC

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Level Overview

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CONCEPT

PIXELATED

JUNGLE

SNEK

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Level One Art Direction

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GAMEPLAY EXAMPLES

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Level Two

04

Carrying The Gnome

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Who Are We?

Logan Allen

Asher Doucette

Sean Engleheart

Jackson Parker

Caleb Secrest

Artist

Programmer

Level Designer

Narrative Designer

Systems/Mechanics Designer

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What Is Level Two & Its Unique Mechanic?

The player must carry the gnome to the door.

The character can’t attack while carrying the gnome.

The Gnome can be dropped and picked up at anytime.

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Gameplay Example

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Level Two Art Direction

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Level Two Narrative Design

“Pick me up!”

“Help! I’m being abandoned!”

“I need to be held!”

“I hope you die.”

“You’re bad at fighting.”

“You have to take me with you!”

“You’ll die without me.”

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Level Three

05

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Who Are We?

Quinn McDonnell

Joyce Abeita

Jacob Ilama

Anthony Richichi

Lyden Lapensee

Lily Nelsen

Systems and Mechanics Designer

Team Lead, Narrative Designer

Programmer

Artist

Level Designer

Team Lead Artist

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What Is Level Three & Its Unique Mechanic?

The player can open and close doors with buttons

Certain buttons will open doors and close others

The final boss of the game who shoots projectiles

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Gameplay Example

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Art Direction

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Art Direction (cont’d.)

Original Concept for Player Character

Animation Sheet for Player Character

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Level Narrative Design

“Where did that gnome go?”

“ This makes me miss that annoying gnome”

“I didn't mean to kill anyone…

UI Example

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Closing

06

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If we had more time…

  • Polished animation
  • Better art
  • More polished code
  • More time for testing
  • Less rushed development process

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Questions?