We brainstormed very laterally using terms we liked and turned them into pitches.
Lateral bullet points
My pitches
We then combined these into a main idea…
Master pitch
then created audience personas and did a survey to ensure that audiences would understand the game concept.
User personas
Initial audience survey
We did some early prototyping in Miro and ideated about boss ideas, traversal and narrative portrayal, before creating a paper prototype to test in University.
hdd combat sketch
HDD character sketches
Paper prototype
We got good feedback on the concept, but there was some confusion around presentation so I made animated prototypes.
People really liked the boss, but we had people heavily vote that we should go for 3D only rather than 2.5D with shifting perspectives. We then created some animated prototypes to test different views.
Speech 2.5d view
Top down-ish HDD combat
Then we created our greybox speech interaction where we toyed with cameras before deciding upon the final style shown here.
https://drive.google.com/file/d/1zHSve5PMbZ_xTi_X3DTojTkzFlMA9hTz/view
And many moons later here are some features of our final boss fight!
Using Unity’s timeline and some systems to handle broadcasting events to it to show antivirus cutscenes
Phase 1 of the boss
Here are some sketches I made for bosses we didn’t get time to include in the demo, but would love to add for the final game.
CPU concepts
GPU concepts