Week 1: Creative Brief


In our first week, our team worked on exploring concepts and ideas that would allow our game to be a fluid, enjoyable experience. We settled on moving forwards with an isometric, puzzle style game, agreeing that it would be suitable for the core of our concept, walking on painted areas. 

Then we had to consider, why should our game be appealing? Since the game revolved around puzzles, it was essential to have balanced puzzles that were unique, and enjoyable challenges. The main character would be able to use various types of paint colours, each one having a unique impact on the environment surrounding them. We discussed several primary mechanics we were considering implementing: 

  • Painting:
    • Primary colours with unique effects
    • Secondary color with unique effects
      • Can be created by mixing primary colours
    • Paint will be limited, and the player must strategically plan their course of action 
  • Blocks
    • Makes up the majority of levels, unpainted blocks cannot be walked on
  • Interactables:
    • Can be painted and may impact the environment in special ways 
  • Static:
    • Just aesthetics additions to the level 
  • Undo or Checkpoints
  • Enemies
    • No specifics yet, but they will have interactions with paint mechanics 

 

After fleshing out our main mechanics, we did a bit of exploration to see what direction we wanted to go with our art and music. We were inspired by Gris, which had a beautiful painterly style, and “Ori and the blind forest” which had a whimsical music we thought would be fitting for our game. 

We also came up with some basic ideas for our main character, and final boss. 

Get Paint-Walker

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