We brainstormed very laterally using terms we liked and turned them into pitches.

Lateral bullet points

Lateral bullet points

My pitches

My pitches

We then combined these into a main idea…

Master pitch

Master pitch

then created audience personas and did a survey to ensure that audiences would understand the game concept.

User personas

User personas

Initial audience survey

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.

Untitled

hdd combat sketch

hdd combat sketch

HDD character sketches

HDD character sketches

Paper prototype

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

Speech 2.5d view

Top down-ish HDD combat

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

Using Unity’s timeline and some systems to handle broadcasting events to it to show antivirus cutscenes

Phase 1 of the boss

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.

43C916C3-2557-46EB-8E77-06EE6B8E3F02.png

CPU concepts

CPU concepts

A4B7D970-C324-4A13-B745-38BBA0DA32D4.png

9EAB7C9B-E834-4F33-9517-8A65DCA83977.png

GPU concepts

GPU concepts

E9E58043-94A8-40D3-B80C-5A521A985870.png