The art of Jon. Currently dedicated to my senior project at the University of Utah in Video Game Design.
Tuesday, September 18, 2012
Working on the prototype
So our little group of four has been madly working on getting a working prototype for the game. Out engineers have come up with some good stuff and I've heard they have the magnets working. We are trying out different control options to see what feels the most natural and is the most fun. Cory and I, the artists, are just working on some concept art and playing around in Maya to get some industrial stuff built (gears, magnets, etc). Not much to show right now. But that's what we are up to.
Thursday, September 6, 2012
MagnetBot and 5 games
First of all, I want you to know that MagnetBot has been placed in the top 8 games of the 32 pitches. So now we have a team of 4 people (who are amazing) working together to create a prototype of Magnetbot. We will then re-pitch the idea in front of a panel of professionals actually working in the industry and they will help select the top 2-3 games of the 8, and those will be turned into actual games.
I'm loving my team's input and ideas and Magnetbot is turning into an amazing game idea. We are all super excited to build the prototype and have high hopes we will make it into the top 2-3.
So I tried to find 5 games with similar aspects to Magnetbot so I could review them and get ideas of what does and doesn't work. I couldn't find any games with our exact gameplay dynamic, but some had similarities.
1. VVVVVV: This game has a robot-like character that flips from the floor to the ceiling when you change gravity. I actually played this one and had a ton of fun with it. What makes it a fun game is the creativity of the levels. You have to flip gravity and move in just the right way to progress through the level. It is often fast paced too. The graphics are extremely simplistic. I want Magnetbot to be simple as well, but a little more beautiful. Gravity changes are not part of Magnetbot, so that gameplay will not be involved. The creativity of the level-design can be taken into consideration though.
2. Gravbot: Another gravity based game. In this one, the entire level shifts in a 90 degree rotation at your command. This game had much better graphics and felt very polished. I like that general feel for Magnetbot. Again, the gameplay dynamic was not the same, but the levels were clever, and that is what we are going for. Overall this was a fun game to play, and I certainly want to utilize similar quality of graphics and polished feel.
3. Give Up, Robot: Another robot game. This one involves a grappling hook which in some ways can be similar to the "pull" aspect of our gameplay. It adds a very cool dynamic to the game and I certainly want to incorporate some of the pulling ideas they used in the game. Magnetbot will be very visually different and the level design will be more creative with more options as to how one completes a level.
4. Metallic Industries, Inc.: This game has a very cliche platformer control scheme. I certainly do not want to just make another platformer game. One stood out in this game is the unbelievable art style. The levels are wonderfully polished and have a cool 2.5D layout. I love the fluid dynamics used and want to incorporate some of the art design into Magnetbot.
5. Rapt: I did not love this game. It involved a robot traveling through levels, but there was not much that was unique. Did not have a good hook to pull in a user. I will likely use very little from this game. It was a better example of what not to do.
I'm loving my team's input and ideas and Magnetbot is turning into an amazing game idea. We are all super excited to build the prototype and have high hopes we will make it into the top 2-3.
So I tried to find 5 games with similar aspects to Magnetbot so I could review them and get ideas of what does and doesn't work. I couldn't find any games with our exact gameplay dynamic, but some had similarities.
1. VVVVVV: This game has a robot-like character that flips from the floor to the ceiling when you change gravity. I actually played this one and had a ton of fun with it. What makes it a fun game is the creativity of the levels. You have to flip gravity and move in just the right way to progress through the level. It is often fast paced too. The graphics are extremely simplistic. I want Magnetbot to be simple as well, but a little more beautiful. Gravity changes are not part of Magnetbot, so that gameplay will not be involved. The creativity of the level-design can be taken into consideration though.
2. Gravbot: Another gravity based game. In this one, the entire level shifts in a 90 degree rotation at your command. This game had much better graphics and felt very polished. I like that general feel for Magnetbot. Again, the gameplay dynamic was not the same, but the levels were clever, and that is what we are going for. Overall this was a fun game to play, and I certainly want to utilize similar quality of graphics and polished feel.
3. Give Up, Robot: Another robot game. This one involves a grappling hook which in some ways can be similar to the "pull" aspect of our gameplay. It adds a very cool dynamic to the game and I certainly want to incorporate some of the pulling ideas they used in the game. Magnetbot will be very visually different and the level design will be more creative with more options as to how one completes a level.
4. Metallic Industries, Inc.: This game has a very cliche platformer control scheme. I certainly do not want to just make another platformer game. One stood out in this game is the unbelievable art style. The levels are wonderfully polished and have a cool 2.5D layout. I love the fluid dynamics used and want to incorporate some of the art design into Magnetbot.
5. Rapt: I did not love this game. It involved a robot traveling through levels, but there was not much that was unique. Did not have a good hook to pull in a user. I will likely use very little from this game. It was a better example of what not to do.
Thursday, August 30, 2012
Game Pitch
Here is my game idea I pitched today in class. I think it would be a totally radtastic game and has tons of potential. Crossing my fingers that people see that potential and vote for it. It. Would. Be. Awesome!
Use the left joystick, X, and A
buttons to move, run, and jump.
The right joystick points your
Magnet Aim, it will stay pointed
in the last direction you aimed it.
The left bumper pushes you
away from metal, the right
bumper pulls you toward it.


Use the right joystick to aim upward.
Then walk through the falling spikes
while hold the left bumper to push them
away from you.

Use the right joystick to aim your
Magnet Aim upward. Press and hold
the right bumper to pull yourself toward
the metal plate.
Then aim the Magnet Aim to the left.
Press and hold the left bumper then let
go of the right bumper, you will be pushed
The direction you need to go.

Aim your Magnet Aim
downward. Jump over
the spikes and hold the
left bumper to push away
from the spikes. While
holding push, use the left
Joystick to move Magnetbot
to dodge the electricity.

If you aim toward a metallic object
that is lighter than yourself you can
pull it toward yourself.
Once this bolt is placed at your feet,
aim downward, jump over it and press
Push, since the bolt is pushing against
the ground it will propel you upward.
Design Inspiration

Why this game will be the most successful game in all of EAE:
1. It doesn’t over reach our scope. Simple but beautiful design that can end up
being super polished and professional.
2. Fun, unique gameplay with an infinite number of possibilities.
3. Level design can be wonderfully creative using the “push/pull” puzzle aspect.
4. Awesome soundtrack potential.
5. Great networking connections to get hype for the game.
6. We have the greatest programmers and artists EAE has ever seen!
MAGNETBOT
The story of a magnetic robot after his one true love is
Kidnapped and disassembled. Now Magnetbot must
take a journey through a platformer of puzzles using his
magnetic ability to push and pull himself to and from
sources of metal.
The story of a magnetic robot after his one true love is
Kidnapped and disassembled. Now Magnetbot must
take a journey through a platformer of puzzles using his
magnetic ability to push and pull himself to and from
sources of metal.
Use the left joystick, X, and A
buttons to move, run, and jump.
The right joystick points your
Magnet Aim, it will stay pointed
in the last direction you aimed it.
The left bumper pushes you
away from metal, the right
bumper pulls you toward it.


Use the right joystick to aim upward.
Then walk through the falling spikes
while hold the left bumper to push them
away from you.

Use the right joystick to aim your
Magnet Aim upward. Press and hold
the right bumper to pull yourself toward
the metal plate.
Then aim the Magnet Aim to the left.
Press and hold the left bumper then let
go of the right bumper, you will be pushed
The direction you need to go.

Aim your Magnet Aim
downward. Jump over
the spikes and hold the
left bumper to push away
from the spikes. While
holding push, use the left
Joystick to move Magnetbot
to dodge the electricity.

If you aim toward a metallic object
that is lighter than yourself you can
pull it toward yourself.
Once this bolt is placed at your feet,
aim downward, jump over it and press
Push, since the bolt is pushing against
the ground it will propel you upward.
Design Inspiration

Why this game will be the most successful game in all of EAE:
1. It doesn’t over reach our scope. Simple but beautiful design that can end up
being super polished and professional.
2. Fun, unique gameplay with an infinite number of possibilities.
3. Level design can be wonderfully creative using the “push/pull” puzzle aspect.
4. Awesome soundtrack potential.
5. Great networking connections to get hype for the game.
6. We have the greatest programmers and artists EAE has ever seen!
Wednesday, August 22, 2012
Welcome to my new blog. This is my senior year at the University of Utah and I have the awesome opportunity to build a functioning video game. Out ultimate goal is to get these games published on XBox Live Indie Games. I'll keep you updated with our progress, but more specifically with my contributions to the game. I've got some ideas brewing, so next week when we share our pitches I'm excited to see what class comes up with!
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